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  1. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical tames and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bans. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. 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. Hi, For a while now, I've noticed my C8, my home grid box, is acting weird. The water level goes too high/low. When I'm sailing, my boat looks more like a submarine than a boat. The water lever covers all of the boat except the sails. The floating chests, I forget what they're called, or floating above the water. And my character experiences a lot of lag. I feel like I'm programming my character, rather than controlling it. But when I leave C8, the game goes back to normal. Update. I left C8. I moved my ships and tames, and settled somewhere else. But now something weird is going on. I can only fill my waterskins from barrels, that are located in the same grid box, I created the barrel and the waterskin. So I can fill my waterskin from a water source like a pond or a lake. But if I try from a barrel that is filled, it won't work. I have to create the waterskin in that grid to work. Can anyone suggest a fix?
  3. Hi, 1. Can someone make a unicorn mod. I want to tame a unicorn (true white). 2. Is there a way to make a mod that clones or copies a tame. Or makes a template of a tame. Like let's say, I have a favorite tame. And copy the tame. Then give it to someone else. Then they have the same tame with the same name, look, and stats. Now, I've seen a mod that allows someone to put their tame in a flask/bottle. When you look at it, it shows a description of the tame. Shows the name, sex, color, etc. How about a mod, that lets you type in details like name, sex, color, etc, then press execute, and now you have a tame that matches the stats you put in. That way you've copied the tame without actually creating a file to is transferred to another player. Just dial-up a clone.
  4. Ok, I have a request. Is there a way to copy a tame or clone or copy? Lets say I have a favorite tame. But I want to start PVE from scratch or on another computer. But I want my old tame. Is there a way to ID, use that ID to recreate the tame. I don't mean the same type of animal. I mean literally, the same tame. Or I lost a tame or the tame died, is there a way to find the original code, and bring the tame back.Or lets say, I have a tame in front of me, and want to copy it. Is there a way to do so? Preferably with a cheat code or using the Admin Menu? I see commands like SpawnActorTame.
  5. Same issue with the 08/17/22 update (and no news about fixing it). Can't even log into official PVE server....keep getting home screened.
  6. Having connection problems on unofficial server since last update. So, is every patch going to create connection issues? There are 4 of us playing the same server, different states, and we all have the same issue. (XBox). Any info on the problem or fix?
  7. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended 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. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended 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
  9. So I started a single player game on PC on the Ocean map about a week ago. For the past two or three days every map found is for grid H6 and only H6. I haven't yet ventured that far from B8, C8 and a little into D8. The maps still vary just as randomly in quality though. Anyone experienced this or have any tips to fix this? Any mod suggestions that change up treasure maps to sort this out are most welcome too.
  10. So since the beginning of the new season I have problem loading map in the game and connection to in-game voice channels, i investigate a bit with few friends with same problem and we found out a work-around is to just refresh the steam server library every time we have the issue ... but that only works if you can see Atlas servers in the library and that is not the case for me ... anyone know how to fix this or even better the initial issue with the map not loading and voice deactivated ?! https://freeimage.host/i/eTwLXV
  11. Hi all, I've created a game server using ASC and upon launch am getting this crash [2022.07.17-02.50.02:205][ 0]FDatabaseRedisShared::GetOrCreateSubscriberConnection() Failed To find DB connection for MonumentDB or it had empty URL I have read around about the tradeDB missing from gridserver.serveronly but I have added that in here is my gridserver.serveronly { "LocalS3URL": "", "LocalS3AccessKeyId": "", "LocalS3SecretKey": "", "LocalS3BucketName": "", "LocalS3Region": "", "TribeLogConfig": { "MaxRedisEntries": 1000, "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "SharedLogConfig": { "FetchRateSec": 60, "SnapshotCleanupSec": 900, "SnapshotRateSec": 1800, "SnapshotExpirationHours": 48, "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "TravelDataConfig": { "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "DatabaseConnections": [ { "Name": "Default", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TribeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TravelDataDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TerritoryDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "LogDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TradeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" } ] } I have also generated many new Atlas ID's and made new exports from the latest version servergrideditor but am still getting the same results the ASC is v0.1.8.2b the latest version to my knowledge. Please help this has been driving me wild all weekend.
  12. There should be an option in the company group settings to allow members of that group to change the company access/activation levels of doors. crafting stations, chests etc. to a level equal or lower than their own IF the activation level of said object is lower or equal to theirs. It would be even better if it was possible to set a range in the company group settings within which they can change it e.g. a member that has access rank 5 and the changing range 5-3 would be able to change the access level of all objects with an activation level lower or equal to said members activation rank to access level 5, 4 and 3 but not lower. At the moment the problem is that members can not change the default access/activation level (as set in the group settings) of any object not even of their own stuff e.g. if they want to make something accessible for lower ranks they always need to call an admin to do it and the same thing applies if they want to raise the access/activation level of their stuff e.g. after they got a promotion to keep lower ranks from accessing their stuff they again have to call an admin to do it. The only available solution at the moment is either for the admin(s) to run around all day changing the access and activation levels to the members request or to make everyone an admin but in that case it is pointless to set any access or activation levels because they do not apply to admins (which is generally good and useful but does not help in this case).
  13. I am having the same exact issue while hosting. Everything is fine if we are sailing a grid, but the moment we try to go out to another one the game crashes for them. I have no idea how to fix that, or combat dying from heat even after adjusting the health recovery rate and dumping points into fortitude, seeing as swimming doesn't always work even when fully submerged.
  14. It does not seem possible for the dev team to fix anything related to balancing the game. Out of a list of a 100 items added a minor issue may be changed or resolved often going to one end of the extream or the other or so small that it doesn't matter. Such as ship speed. Why they added all these portals, because only the no life trolls that will be on the PTR for 30 hrs before a wipe will know how to get to any islands. Then a map will be released 2-3 days later when all the islands have been taken. I cannot fight a bunch of crabs. I cannot fight 5 broadsiders showing up to take out my armored docks. Love the game, but have never seen an intentional display of segregation in what should be a fair for all fun, survival pirate experience. In no reality should a game consist of having to be on for many hours to accompish something. And before anyone judges, single player, pve or just join a mega is not a solution. If the devs (grapshot) cannot see this as a problem, then any sane person would and should boycott them and anything attached to them. I can handle bugs. Game breaking bugs should be fixing before introducing more content producing more bugs. And their total disregard for thier playerbase is abysmal. You cannot have a game that is pvp (which is competitive) have all the advantages swung in certain players direction and have most of the servers offline for a week and think thats ok to just keep it going. Each year goes by with population getting cut to the point they even have to merge pvp servers just to keep it alive. What could be an epic game that would deserve a sequal just like Ark survival evolved with a playerbase for years to come. I predict this to be more of just a fad, many will buy and it will die just the same. Why because the devs will get their money, its nothing special to them. It is just another project. If the devs care so little. Why should we? Do they deserve more of our money?
  15. Unfortunately you started at a time where the last patch added a big bug that is very anoying in regards to sailing. Hopefully it gets (hot/colt)fixed during this week... But I agree at this stage it is not nice to invite people to the game... if the game is sold for 5-10€(steam summer sale comming) you might just do so. You can solve the issue currently if you dismount the sails crew before grid change and open one sail yourself to get in the other grid. The chance is 99% that you will not loose a crew on sails if you put them on after grid change. The issue is most likely a buged crew position after the grid change if they remain on the sails that maybe leats to mutiny. @Dev CrusherI don't want to protect the game but some of your listed bugs are not that importand in my opinion, but of course they should be fixed long time ago. The game is playable in most cases and you can have fun for 1k hours very easy without finishing the main quest(if you can call it like this to get all power stones and essences without a story). So it is worth a part of it's money and compared lots of AAA titles have less than 100 hours to play. In all the time I play(since season 3 where the first Devs had left already) i had never the feeling the game is changing or improving, but now we have actually Devs that work on the game. They could do better but they do something at least. So they get my support after i deleted the game twice in the last years. Most important is to make the modular ships playable and more like the legacy once.(they will not remove the modulars anyways) They fixed the bug that sunk the modulars when loosing one/two modules to 0 HP with start of this season so they are playable now. They increased the repair kit HP which is some kind of improvement for solo PVE and on PvP maybe even broken repair now? The repair kits cost are reduced but still high, on the other hand the ships have very low costs in regards of resources neede to craft them. The modulars are still faster... the Broadsider is very very strong right now with its 40 cannons and possibility to make it 30 to one side. The modulars are ignoring the ship weight in regards to their speed... which makes them broken again. There has to be done some balancing and the possibility to customize needs to be added. The Majestic Kraken and Crarak are most likely obsolete as the broadsider is the same ship but better in everything without the need of 50 tentacles for example. Those ship should have some more difference or the fire power of the broadsider would need some downsides -> less cannons = faster, full cannon build = slower.... they need to get slower when gun ports are open. The deck canons need to have increased weight or reduce the turning speed slightly because of the high center of weight that is bad for a sailing ship^^. The HP icon is remaining at 100% until the sinking/leaking symbol shows. The HP in the players/ships UI stay at 100% as well if the ship is leaking... so you don't know when 0 is reached and it will sink while you repair or bucket the water out.
  16. So, after longer time i have testet Atlas for a while, after this new Season was started. And what I see is what I expectet and even worse. Bugs Bugs Bugs - everywhere I look around. Its practically absolutely unplayable. In the early past of the game we have arranged with it - EA Game, and the trust in the devs. Today there is no trust anymore. They showed us and the hole world, they have no interest and no ability. I play with some guys, one bought a brandnew Gaming-Laptop. Played some Games with it without any problems, than Atlas - Bluescreen. He dont play that trash anymore - little bit of quality is basic requirement in a game. It must be clear, that it seems that you can destroy your hardware with this, what they call a game. Other one, played Atlas a while - crash - now he cant start the game anymore, always freeze and crash. So repaired, reinstalled, driver update, tried the few tips and tricks from the community - nothing. Also unplayable for him - so he also dont play because he cant anymore. Trash So I am not sure what the devs are here doing - there seems to be no love, no enthusiasm, no ambition for their work. Is this the way devs are working? I really dont think so - look around how others do, you will find shortly the difference like the difference of day and night. In Steam you can read "From the creators of ARK: Survival Evolved comes ATLAS". Really? So, have you ever played Ark? Its not everybodys type of game, but have! you! ever! played!, just for interest? Sorry, but this what we have here in Atlas is not from the creators of Ark - never ever. Atlas is Trash. The difference is exactly what i wrote above: love, enthusiasm, ambition to what they do and what they want to reach. Look also around to other games - often exactly the same. Not everywhere, but its not nearly as bad like in Atlas. Seems the devs gave up the game long time ago and nothing will change anymore. But why? Why dont leave up this trash to someone who likes to do it really right? Money? Im sure, there are lots of people that like the game - how it should be, not as trashy its now - that also have the skills and opportunities and want to put their heart and soul in it to make it to a very great game. Things and skills, the current devs obviously cant understand and dont have. We, the players - your customers that payed money for this - maybe have to boycott the game completely. In Steam this trash still costs 25€ (converted around 26$) - absolutely insolence. With the knowledge of today its not worth a single cent for me - I didn't even want it as a gift. Im just glad Grapeshot doesn't build cars - never ever again a Game from this bunglers.
  17. Same here, Just got the exact same Fatal error every time I try to log into my friend's Non-Dedicated Server.. all the time since the update. Regardless of having active mods or not. Also I crash when we change map zone.
  18. Same problem here, crashing when changing grid. Fatal error! VERSION: 546.1 AtlasGame.exe!AActor::GetNetDriver() (0x00007ff669764826) + 0 bytes [d:\atlassvn\engine\source\runtime\engine\private\actor.cpp:3362] AtlasGame.exe!AShooterGameMode::OnTribeEntityJoinedServer() (0x00007ff66825c211) + 5 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\shootergamemode.cpp:10322] AtlasGame.exe!AShooterGameState::CheckForListenServerClientTravelNeedsTravelUpdate() (0x00007ff6682d0442) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\shootergamestate.cpp:613] AtlasGame.exe!AShooterGameState::StartCheckingForListenServerClientLevelUpdate() (0x00007ff6682cffc7) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\shootergamestate.cpp:592] AtlasGame.exe!FTimerManager::Tick() (0x00007ff669b0f27c) + 35 bytes [d:\atlassvn\engine\source\runtime\engine\private\timermanager.cpp:1084] AtlasGame.exe!UWorld::Tick() (0x00007ff669939de5) + 0 bytes [d:\atlassvn\engine\source\runtime\engine\private\leveltick.cpp:1322] AtlasGame.exe!UGameEngine::Tick() (0x00007ff66986cdd4) + 0 bytes [d:\atlassvn\engine\source\runtime\engine\private\gameengine.cpp:1325] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff667997496) + 0 bytes [d:\atlassvn\engine\source\runtime\launch\private\launchengineloop.cpp:2741] AtlasGame.exe!GuardedMain() (0x00007ff667991d1c) + 0 bytes [d:\atlassvn\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff667999f0a) + 5 bytes [d:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff66799a038) + 8 bytes [d:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff66abde6cd) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ffc563a7034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc56662651) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc56662651) + 0 bytes [UnknownFile:0]
  19. I was not at a freeport. The NPCs firing at any thing that floats by happens no matter where I park my ship, the same goes for the repairs. I am on Xbox series X so I can not "Press C"
  20. Hey i just wanted to throw this out there being as i had such a hard time figuring it out, i seen many others with the same issue and not once did anyone ever reply or try to help them. Alas, The problem is. After Creating a Dedicated Server on my Server PC and using my Custom 3x3 grid i was able to launch into my server with friends and play just fine for however long. Eventually a server must be restarted and this is where the problem came into play. As soon as i restarted the server cluster, Upon startup of the servers i was greeted with a lovely "Fatal Error". Of course these are common with atlas but this one however had me stumped. I recreated a new map from Scratch, Removed any bugged islands, checked ports on grids and port forwarding on router, i even went as far as to run a 3x3 with no added code , single island per grid and still the same. I followed the guides found from MANY different sites and that's where i was misled, They all inform you to use SteamCMD to install atlas then use an Serverstart.bat file to bootup the server. This is all fine but the code they give you is this start X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=10?ServerAdminPassword=123?MaxPlayers=20?ReservedPlayerSlots=0?QueryPort=55761?Port=5561?SeamlessIP=x.x.x.x -log -server -NoBattlEye exit The code is Correct minus the changes you need to make to allow it to find your server, What they don't explain is that this line: "AltSaveDirectoryName=10" CANNOT be used in every .bat for each grid, What this does is set the save directory for all the loaded files on the server grid like Structures, Ships, Tames etc. When each grid saves each of their files to the same folder the previous grid files are being overwritten thus causing a fatal error when it tries to reload the server. To remedy this chang this line to a different number for each grid, For example, my Grid is 3x3 so for grids "A1-0,0" "B1-1,0" and "C1-2,1" i would change this to: AltSaveDirectoryName=00 AltSaveDirectoryName=10 AltSaveDirectoryName=20 Or you can use your own digits or even letters, these will simply be the names of the folders the associated grids will save too. I noticed this is an ongoing issue and would be nice if the devs would simply state this in their tutorials but it's grapeshot so.. smh... Anyways i hope this helps the next person out! I'd love to hear feedback if this fixed it for you! if i can answer any other question you have for the setup process i'd be more than happy too. Good luck!
  21. Sorry but most players will not play the "buged" single player other than for testing reasons. You seam to be aware that there are very much bugs and issues. Official server get wiped when they change the code of the game... this can effect the single player in the same way... the maps gets changed so your map files will not match etc.
  22. I really don't understand the bed spawn situation. It's been the second time in which I haven't been able to respawn on a bed on my galleon after fast traveling to my base to take care of stuff (animals, market, etc.). That same ship allowed me to respawn on it a few hours later without even moving it. Today the same thing happened. I anchored the ship on another island hours ago. I logged back in, fast travelled home to check stuff, and once I try to respawn on the ship I can't. I would really appreciate an explanation on how to avoid a situation like that. By the way, if I get to land, build a floor and a bed on the island I can respawn on it... so I assume it is not related to any sort of island protection. Thank you in return.
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