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  1. i dont know where to post this, my first time on a form, but anyway im breeding and idk if im just crazy or doing it wrong or if somethings broke but ive bred like 8 bears and EVERY single baby has the same exact stat to the decimal point. and they were bread at different times with different parents am i doing something wrong??
  2. Don't worry, it's totally normal to have questions when you're new to forums. Regarding your bear breeding experience, it does sound quite unusual for all the babies to have the exact same stats. While breeding can be a bit unpredictable, it's highly unlikely for every baby to turn out identical unless there's something specific happening.
  3. Hey there! It's great to see you back in the game. If you're having trouble finding iron, you're right that exploring beyond the starter map could help. However, you don't necessarily have to leave the entire starter square grid. Sometimes, venturing to different areas within the same grid can lead to new resource deposits.
  4. 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!
  5. Well, I have to be honest, I find the smaller map much cosier and also clearer, I'm thrilled. However, I would possibly make 5 servers with the same map so that the players can split up, because there are unfortunately selfish players who take up an enormous amount of space and grids. In this sense, keep up the good work
  6. You have reduced the shipyards so nicely to 3, I would do the same with the farm structures like mines, lumberyards, quary etc, because many players have 4-5 lumberyards, mines, quary etc standing . I would set these to 1 per island and company so that other or new players also have a chance to set up something and don't immediately lose interest in the game
  7. why is it so laggy? its stop and rollback many times in a minute. It's not my internet all my friends have the same problem. I have buyed the game to my son this weekend and it's a big disappointing maybe i'll ask for a refund. Or any solution? tank you
  8. the time of your server maintenance and release of patch is a complete joke. you claim you used a poll on discord. the same discord that bans people for asking about pve. the same discord that only has a small percentage of the community you have left. the same discord full of pvp'ers. by setting the time of the patch the way you have, you have given west coasters a 6-12 hour jump on anyone from the east coast. all the great islands will be settled by the time any EST player with a job is able to get on. the wipe should have been around 3 or 4pm pdt to give everyone at least a shot at good land. thanks for screwing us.
  9. Ahoy Pathfinders! The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player. We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride! On that note, here are some things to look forward to in the current season! Sea Activity To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions. Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes. Floating Operating Bases Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction). Can’t be placed in Golden Age, Kraken or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration. Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Factions Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and PvE quest line progression. More information will be shared as we get closer to implementing these new features. Trading System It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these. A few of our planned improvements: A new interface (UI) for Markets Physical trade ships Tame trading Improved Sea Forts Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come! Tame Utilization While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility. We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information. Tame Barn While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis. Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat Single player While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased. So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable. We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map. 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
  10. ATLAS

    Season 10 Roadmap

    Ahoy Pathfinders! The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player. We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride! On that note, here are some things to look forward to in the current season! Sea Activity To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions. Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes. Floating Operating Bases Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction). Can’t be placed in Golden Age, Kraken or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration. Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Factions Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and PvE quest line progression. More information will be shared as we get closer to implementing these new features. Trading System It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these. A few of our planned improvements: A new interface (UI) for Markets Physical trade ships Tame trading Improved Sea Forts Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come! Tame Utilization While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility. We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information. Tame Barn While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis. Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat Single player While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased. So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable. We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map. 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
  11. Return to claim flags ( only A idea ) Start game with 1 company claim flag of 50/100 meter radius. Company flag has a gold cost to keep it active ( 100/24hrs ? ) Each member of the company gets a claim flag at lvl 1 25 meter radius. Each member gets a second flag at lvl 20 then one every 10 lvls after that. Each member flag placed after the company flag adds gold cost to the company flag ( 25g/flag ? ) ANYTHING built outside of claim flag area decays in 24hrs ( ships need different timer perhaps same as tames , you can claim after 10 days ) If company flag runs out of gold ALL flags on entire map go down over 24hrs then decay takes over for another 24hrs.
  12. I dunno it was a "creative" so to speak idea I had, just wondered if anyone else had had the same idea.
  13. Would it be possible to keep QoL skills between wipes? While this is possible it is not something that should be done without consideration. The most active time is the few weeks after a wipe when players are all at the same progress level, same island claim opportunity, etc. Allowing players to keep their quest progress will give an unfair advantage to those players. We are looking into ways of reducing the repetitiveness of the progression to endgame. Sounds like BS to me! Wipes are nothing but a short population by boost destroying players progress and forcing them to regrind old content. The early game sucks and its boring. I've seen it too many times. This is not about being fair. People start out fresh and are behind others all the time. It's an MMO, that's how it works. Destroying people's progress over and over is not how it's done in MMOs. Even those that start fresh at the same time have different play rates and are quickly at different levels and progress. As in all MMOs. And it matters less than zero on pve. For pvp how about something more logical if you want a wipe... Now that we have portals, link pve zones and pvp zones. Then only wipe the structures on pvp zones only, leaving the pve zone untouched and skills untouched. Maybe two factions of pve zones on either side of the pvp zones like pirates and the English. After a pvp zone wipe, the pvpers can race in to claim and do their thing. While the pveer can support their faction. Now you have an economy and more game play. Doing it without buying a population boost by destroying players efforts. ... The real problem is currently many players run out of content once they reach a point, then play less. So, you make them regrind old content over and over. And in the process, you piss off the long remaining player base. I can't think of any other MMO that does this. ... One mega server, split in two sides/factions (or more), with a large rich pvp zone in the middle. Rich as in something worth fighting over. Not just fighting just to fight. Rich pve zones that pveer never need to leave if they choose not to and from which they can support the needs of their pvp faction should they choose to.
  14. I understand about the cobra attacking the base 100 percent, my house had 2 stores the bottom part had 3 bear and 1 elephant for protection and the top part had a 2 elephant and 1 rhino and a giraffe so i was well cover for enemy's attacking my base. I start play Atlas since day one I had the same problem, went to hunt for wales for couple days when the old map was a massive map, when i come back all gone the same way . This game is not getting any better sorry but the bug is beyond joke, I lost my ship and my guy for 2 says after crossing from k 5 to M 8 because the portal is to closed to the lines, same thing happen with my bear I had one got stacked beside my house on the ground for 1 week after he could get out, I lost bear going for one side to another crossing over and never find the bear again, also lost 10 crew member crossing over areas to many bug in this game. Try to talk to atlas GM they never replay to any problem they don't care any more. Like I said I like to have a game were i can have 1 or 2 weeks of and come back still have all there, not waist all my time build and hunting and 21 week later lost all
  15. ATLAS

    Patch Notes

    released patch notes v24.4 - Reverted optimization to how Seating Structures are replicated, caused some issues. v24.3 - Fixed invisible tamed creature case, and optimized some networking related to creatures on ships. - Optimized how ladders network their extended/retracted states. - Attempted an optimization to how Seating Structures are replicated (Steering Wheels etc) v24 - Further fix for case where steering wheel usage became desynchronized. v23 - Major client and server optimization for ships - Fixed remaining case of Client Disconnections (Not necessary to adjust Client Bandwidth, this was related to something else. We recommend all players try to use EPIC Bandwidth!) - Various new server performance optimizations - Sail Canvas is now unaffected by Repair Hammer - AoD soldiers now take significantly less damage from bullets. v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Explosive Barrels will be undergoing some changes with this patch, please note that they're still in the process of receiving their redesign, but this puts them close to it: Limited to 1 carryable stack per person. Stack size will remain at 10 You will not be able to store them in creature inventories, however, legacy ones will remain there. They will be able to be placed near enemy structures and water without needing a claim flag, but not on boats itself. You will not be able to equip them into your hotbar, they must be placed from within the inventory. There will be a restriction to how many can be put down at a time within a certain radius. Reduced Explosive Barrel damage by approximately 20% Reduced Explosive Barrel explosive radius by approximately 20% - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Increased Grenade damage by approximately 50% - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself v18.43 - Fixed an exploit which allowed players to stall out servers - Added extra protection to inventories to fix and prevent players from bypassing pin codes - Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage - The Kraken's Barrier will no longer damage ships on collision - Explosive Barrel weight has been increased back to 60 (we're still working on a redesign). This is not visible on clients but will be active on servers. We will have a corresponding client fix to go out with this later. v18.31 - Explosive Barrels can no longer be placed on enemy ships, and only have a weight of 6 now. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future. - Fixed a case which allowed players to enter the bottom of ships - Fixed a case which allowed players to clip and stick themselves inside the boat's hull - Protected against players accessing inventories from outside ships via clipping into boats - Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc. - Fixed a crash which would occur when transitioning with the sextant buff - Fixed Swivel Cannons from firing through walls - Allow players to pick-up structures if you're on the same team even if you do not have demolish rights - Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company. - Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit - Added a Crew name filter for company UI - Added a 12 second delay between playing status voice clips (such as injured or starvation) - War Drum songs have been adjusted to be more rewarding. Details can be found here. - Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song) - Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer. - Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops - Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played - Reduced tutorial background opacity - Made it so text wasn't cut off for long paragraphs in the tutorial - Mod Map Extensions now work (and will not require recooking the mod) - Linux WaveWorks optimisations (Linux Servers will run much better) - Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts - Impacts with the Kraken bodyparts will no longer cause ship damage - Ship of the Damned Kraken minions are now damageable in PvE - Reduced the damage of the Kraken homing projectiles by 50% - Increased the damage taken by the Kraken tentacles by 50% - Ghost ship will now appear every night rather than every 3 nights - Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect. - Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load v18.15 Bug Fixes - Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater - Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots - Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height - Ghost Ship has been fixed and will now take damage. Server Performance - Eliminated Cannon Animations playing entirely on the server for performance savings Quality Of Life - Option to hide territory broadcast messages - Territory broadcast message boxes now scale according to the character size of the message - Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports - PvE players will now be able to see their claim flag's inactivity timer on the flag itself - Attacking Player no longer needs to be in range for declaiming progress - Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use) Creatures - Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50% - Wild Dragon damage has been reduced by 30% - Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000 Music - Various buffs/changes made to musical songs played on the Accordion. Details can be found here - we have some planned updates to come for the War Drum in a future update, once we've resolved some technical issues related to it. Miscellaneous - PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity. - The gold cost has been increased on upgrading higher quality items and structures - Cooking Recipes spoil time has been increased - Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads - Fixed server issue that could disconnect clients if they had a lot of map entities. v17.1 - Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats. - Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players. - Multiple serious performance optimisations for companies on servers - Improved Ship position on the minimap so that it updates more smoothly v16.39 - Fixed a server crash - Fixed a server startup crash that would effect modded servers v16.36 - Fixed a bug which prevented players from being able to demolish structures v16.35 - Fixed an exploit related to structures v16.34 - Resolved a server crash v16.33 - Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended. - Company Flags will now update properly onto www.playatlas.com - PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only. - PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network). Game.ini: [/script/shootergame.shootergamemode] bHomeServerDontReplicateLoggedOutPlayers=1 (enables logged off/sleeping players from replicating on home servers) bPvEDontReplicateLoggedOutPlayers=1 (enables non-replicating logged off/sleeping players on all PvE servers) - Climbing on other boat's ladders now disabled in PvE if the ship is anchored - PvE claim flags now only allow logged in players to contest the claim - Fixed a bug which would cause the activity timer on PvE claimflags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds. - Tamed Dragon lifespan reduced to 3 hours - Tamed Dragon damage reduced by 33% - Tamed Dragon health reduced by 33% - Added Effect descriptions to Music and Cooking Recipes - Fixed an incorrect fiber reference in crafting barshot - Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE) v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) - Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight. v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server 11.3 - Fixed an exploit which allowed cannons on cargo carts to shoot through walls - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased v10.43 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats v9.392 - Fixed a client-side crash on logging in v9.35 - Fixed some server-side crashes and desync when transitioning 9.33 - Fixed some server-side crashes when transitioning v9.32 - Fixes a bug where servers couldn't be connected to on startup. v9.31 - Fix for PVP Claim flags, not upkeep timer not updating properly when a friendly player is in range, should be it now guys! v9.3 - Resolved some server-side stalls related to perf large companies - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium v9.2 - Default resource and taming speeds have been increased to 2x as the baseline. - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed an issue where upkeep timer on PVE Claimflags was not correctly updating. - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. - Reduced deepwater aggressive creature frequency and targetting range. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Increased the base carry Weight of all ships by +40% v8.72 - Fixed some server crashes - Slightly improved server performance and reduced server stalls - Ended New Year's event (Tophats remain but no longer grant double treasure gold and can no longer be bought at in-game cosmetics NPC traders) - Buffed Tamed creatures HP and Damage globally by 25% v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures to stop pvp on pve servers, not used as a weapon on pvp. - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. v7.33 - Improvements made to -lowmemorymode to use async loading, resulting in less freezy load times. - Added -nosound launch command - Added -noinlinestreamer launch command - Server-side crash fixes and stability improvements. Resulting in approximately 40% more stable servers, with additional changes to come! - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) v7.0 - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. v.6.7 - Further changes made to resource respawn limitations which should result in less barren islands. - Fix for claim flags on PVP servers v6.5 - Ships and rafts no longer prevent resources from respawning. Note that nearby online players & structures (not claimflag ) will prevent resources from respawning. - Fixed an issue where bed overlap protection was too strong, prevent players from respawning when they were too close to unfriendly ships or structures. - Can no longer claim unallied boats on PVE servers. PVE Territory can only be claimed if the owner has not been active around the territory within the last 3 days. - Further optimised server-side performance - Fixed a bug with the repair hammer which allowed players to repair structures even if they had a damage cooldown. It will temporarily use the resources, however, this will be fixed in our upcoming client patch. - Can now claim enemy ships in Lawless and Golden Age Ruin servers. v6.2 - Lawless Regions no longer have EXP caps. v6.1 - Further server performance optimisation - Multiple server and client crash fixes - Fixes for beds and boats not displaying on maps/spawn UI - Ships are now instant craft in shipyards - Piercing Shot cooldown increased - Improved client replication on boats so they appear more smooth when the boats are moving - Fix for character creation prompts upon server join/respawn (still investigating additional edge cases) - Alliance players should no longer contest each other's claim flags - Coldfront and Heatwave extremity reduced by 60% - Fixed an issue where the game would leave players in the encumbered state after fast travelling to another or same server. v5.9 - More performance related fixes for clients and servers - Fixed for appearing in a random location upon relog - Fix for beds and boats not being selectable/visible on the spawn UI v5.5 - Fix for players spawning in the Ocean on Lawless Regions - Fixed multiple connection issues and bugs impacting server performance - Sleeping players are no longer replicated in freeports. v5 - Major version upgrade to investigate client issues when attempting to connect to a server, as well as server performance problems. v4.3: - Fixed multiple client-side crashes v4.2: - Fixed multiple server-side crashes v4.1: - Fix for Lawless maps not being named appropriately. v4.0: - Enabled Lawless regions to be connected to at the start - Reduced timeout length on disconnections - Switch to steam sockets to resolve players being unable to connect to servers
  16. So I have been trying to get my own server setup for Atlas, before I say more this is not my first server. I used to run my own web server, still run my own Ark server, Rust server, 7 Days to Die server. I have gotten the server running on my laptop(which right now is my server machine), I can log into the game via Laptop(same machine as server), Can see the server on a different machine on the same LAN via Steam Servers but cannot connect to the server. game server is setup using external IP for the Server Address, all ports have been opened for the game using the port forwarding in my dumb isp/router. I even disabled my Windows Defender fully(even though the server is allowed the passthrough). What are some of the steps you guys have taken to get the server to work on SAME LAN but different machines for server and clients
  17. Rethink the roadmap. It's counter-intuitive to how the players play the game. I know I'm spitting into the wind here and I understand the frustration of the playerbase given the lack of awareness and interest in player desires or interests, but I can't get on board with the hostility and the abuse being hurled. I know, having observed for a long time now, that the developers don't read your posts or feedback (Detrimental for a game in Early access) and that has fostered a very toxic relationship with this community which saddens me to say because I genuinely love Atlas, but I'm desperately disappointed in the direction it's taking. I wonder if you agree. The roadmap appears to attempt to dictate how we play the game. As a community that has adapted to the game, the roadmap implies we've been playing the Atlas "Wrong." To quote the official post "Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures." We're spending too much time on land. We're relying too heavily on tames and breeding. We're not doing enough exploring. We're not engaging in enough combat. I feel like Atlas has done themselves an injustice. In an open world, a player base of diverse interests develops; You have those who enjoy combat with Ships of the Damned, Those who specialize in breeding high stat tamed creatures and selling them in a burgeoning marketplace, builders who primarily focus on creating fantastical archaeological wonders, explorers who are achievement completionists, treasure hunters who enjoy the pursuit of gold, resource harvesters who collect and sell resources to travelers- in an open world where our goals are self made, it is a huge mistake to shuttle us all into one linear stream of gameplay as if Atlas were World of Warcraft. We don't a want to be doing the same thing, but that has not stopped our gaming practices from complimenting that of other players. Te roadmap attempt to intercept our self made goals and forcibly divert our play style into what the developers think it should be, rather than what each of us, individually, want it to be for us. This is a game where it will take you as much real time to sail 5 tiles as it does to drive to your next big city. This is a game where, to breed a tier 3 creature, requires a 4 day, real time, marathon with intense focus. These are time investments that would typically feel cumbersome, but we do them, we've adapted to them, some of us appreciate they are not easy because we feel a sense of genuine accomplishment and real progress. But they're taking these things away. They're doing so in a manner that makes no real sense in the context of the game except to make a difficult, time consuming, long term committment of a game even harder but with less reward. Nerfing tames was their first step last night in sabotaging how we play the game. I had a level 11 Army of the Damned drop down from a finger rock someone had been digging up a chest on. It did significant damage to my level 73 bear. This was ONE Army of the Damned. Had it been any more of the 5-12 that spawn, I'd have died, my bear would have did- just like the treasure hunter after that 73 gold common map did. This has a direct effect on the economy. Because of this deterrent, less people will want to treasure hunt meaning less passive income for Island owners who find that 20% tax actually helps cover the cost of their upkeep. Tames are the balance of our combat experience. For every one of us that have been killed by a level 1 bee and been eternally humbled by the lack of proper scaling in this game, tames are the difference between death and survival on land. But spend more time at sea, they said. It'll be fun, they said. But imagine the time, the effort, the relentless grind of harvesting materials, speccing and respeccing due to the limited available skill points, and finally building a ship only to go out ad be destroyed by a random fleet of Ships of the Damned that spawn into the radius of our boat at close proximity, either clumsily spawning in on each other or surrounding us in 360 degree circumference. Rarely just one. Then the rain starts, 10 cyclones spawn, picking away at your person's health, at the ship, damaging everything on it. Then the passive ship decay. You're always slowly decaying at sea, both you and your ship. Your vitamins deplete faster. Then you cross a server boarder. You hang in limbo for 10 second or more. You may emerge being pummeled by more ghost ships or directly into cyclones. This perhaps after sailing for three hours and losing literally everything you've worked days to acquire, on top of your time. The risk isn't worth the reward. Not for the 19 gold a ship may drop. Not for that common thatch door blueprint. At a whopping 180 gigs of space, I have yet to determine what constitutes 250 tiles. Aside from a few resources easily substituted unless for mythical quality blueprints, traveling doesn't offer new experiences except a dramatic change in climate. The islands are the same with a different skin. Most of the animals across each biome are the same with a few variations in basic colors- not even patterns vary, just skin recolors. Models are repeated exhaustively, embarrassingly noticeable. That plant could be a half a dozen looking things because while the model is the same, the harvest may be different. The ships look the same- we all look the same. In contrast to ARK that has a plethora of skins and cosmetics to diversify and individualize our appearance, Atlas doesn't even afford us that. The texture from building? All the same. NPC towns seem to boast more robust building materials and options than we players do. Ultimately, Atlas has decided to push up all back in progress to compensate for their lack of content at the end game. If we are forced into their linear fashion of gameplay and they extend our road, our grind, our path to progress and end game content, that provides them more time. I took a year off, just after the implementation of the trenches and crabs. A year later I cam back and found they'd introduced Crabs and Ulfends. Nothing else really. No dramatic gameplay improvements. The same bugs that existed just after release still persist today. No quality of life or gameplay experiences, no new end game content or achievement pursuits, no new mid game content. The ongoing joke is that Atlas is a sailing simulator, and that seems to be what they're making it. Those who love the game as a foundation for something great will soon sadly realize it's potential will not be met if we move in this direction, but instead suffer at the hands of staff who clearly doesn't listen or even play their own game to understand the experiences we speak of so passionately here, or own steam, or in other mediums. We just can't get through. I know the handicapping of Tames was the first step in further limiting our ability to progress in Atlas, which is why I'm motivated to speak out here. Sorry for the TL/DR.
  18. One of my Members use the South America Portal E5 to D7 and get kicked out of the Game. Now he cant reconect, an other Member try to spawn on the ship to get it out the portal and now he has the same issue. Then i use the same portal and ...... the same issue.... gg. 4 of us cant reconect and waiting for fix
  19. Other Threads: Majestic Kraken. Mortar Ship. I just wanna double all I've gathered about this Ramming Galley ship. I really wanna make sure DEVs reads this. But before I go - I just wanna say to every players, who read this message. DO NOT BUY RAMMING GALLEY. Until they fix all issues and add all required features. Right now it just very RAW and BROKEN. So... But if you consider to buy it, I would say this ship has: +++ + Nose large cannons, pointing forward. + Oars and Rowing. Allow you to get +4 knots every 30 sec. (Except tradewinds). + Good handling full speed. You can avoid damned ships even in tradewind. - - - - 75 rhino horns. Wasting hours doing rhinocide. - (fixed with new shipyard) Sailing to the shop with 80% loaded sloop (for solo players). - Lack of customization (I couldn't find a spot for wardrums so they wouldn't block the way). - Bad low speed handling. - Difficult to maintain. Repairs with patches takes forever. Not repairable in battle. You should manually search for leaking parts. - Extremely expensive in maintenance. You need to gather more thatches/wood/fiber than it required to build a Brig, every time you wanna go hunting. - Sinking VERY FAST. Even with points in sturdiness and all in captaining. - No ramming damage to Damned Ships. - Raw design and broken features. * * * (raw design) * No snap points for ladder on the board side. Emergency stern ladder is your only option to come aboard. * Some unpaintable parts. Disappearing custom paint. * No leaking icons. * New HP icon shows random numbers. * Scales and visual model are not matching each other. * You can not put patch kit in resource box and use it from there. * Crew repairing damaged parts using resources in box while anchored. But you newer know how many you need. * Front zone has only 15K hp, while Brig's same zone has 4x6k planks 40k deck and 10x5k ceilings. / / / (broken features) / Crew dismount sails every time you cross the grid. / Junk sails are totally broken and doesn't work and looks well here. Design and customisation. It's now paintable, and it made very well, except couple of unpaintable parts in front castle, 3rd region. But after I sailed for some time my both main and low decks and also some railings lost their paint. When I hit those parts with brush - it showed It painted. Junk sails cosmetic doesn't work well here. If you put large junk sail on the deck, it'll add invisible mast down to your hold: Some cables have wrong spots attachment to the ship. Crew manning those junk sails in weird spots: Also addition snap points to rope ladders would be gr8. No one likes this emergency stern ladder: I also kept hitting my pier from pretty far from it. So physical model of this ship is wider than visual one. Broken control issues. (This one FIXED) Right now control is totally broken. Crew don't follow you on ship deck. In Ramming Galley they wanna reach steering wheel on stern. When they manning sails station, they keep randomly dismount. After they do - you still able to control sails from steering wheel. But ship freezes in the state it was before glitch appeared. So no matter how you rise and low your sails, no matter how you rotate your sail, no mater what navigation menu shows - ship will think sails on the same position they were right before glitch. Meaning it continue to move with totally lowed sails. If you press "S" it stops, but when you dismount steering wheel, it start to move again. The only thing you can do is to whistle you crew to follow you, then manually rise and low both sails. Then you regain control. Battle issues. While I was fighting damned ships, half of my cannons suddenly stopped aiming and shooting. They just pointed down to the waters and didn't react to my controls. Crew were manning cannons this time. UPD: This happening when your cannon modules and front castle hit 0hp. Damage and repairs. In ships survey I wrote hell a lot about ship maintenance. And yet DEVs didn't do ANYTHING from here. I received some damage. Small icon in down right showed my ship's health around 50%. Then my ramming galley started to sink. I picked patches and went for maintenance. I upped ALL damaged parts I found to above 50% of health. But my ship continued to sink. Health icon showed my ship HP is above 78%... and it just sunk at this moment. GGWP. I couldn't find out what caused it. Before it sunk, I was running fast and did repairs to ALL PARTS I found damaged. But sinking speed was increasing every second. Even tho I have all in captaining and 140% of sturdiness it sunk 10 times faster than my BRIG usually does. So DEVs. You told in last QnA that... Before you go any further - you need to fix your broken bullsh...t first (sorry but I really upset right now, because I put so many efforts in this ship, 24K gold, 75 horns, all customization, and after that all I've got just suffering from broken controls, broken crews, raw ship design, and then I just lost my ship for unknow reason). It's just NO POINT TO INTRODUCE NEW FEATURES TO BROKEN UNPLAYABLE SHIPS. Before you go to all your modular updating, you need fix Ramming Galley. To do so you need at least: - Fix ship dimensions so it match visual model. - Fix paint so it wont randomly disappear. - Fix crew not following you (fixed), and randomly dismount their stations. - Fix crew position on junk sails, and junk sails cables graphic. - Fix invisible mast inside ship hold. - Fix sails control issues I wrote above. - Fix cannon crew not aiming and shooting (solved). There also need some improvement do be done: - Add snap points for rope ladders on board-sides. - Add "mount closest crew here" button to all stations on the ship (you should have done this one long ago). - Add "leaking" icons to damaged parts like there are now in old fashion ships. - Allow us to put patch-kit in to resource box, and use it from there. (UPD) You should greatly reduce cost of patches. Because now every time you wanna go to do some seas battles it requires same amount of wood/thatches/fiber as if you would build new BRIG. I repeat. EVERY TIME. Same as for BRIG. I'm not saying I can't afford this, but this ship is just not that good to bother THAT much. Only after all those fixes this ship will be something like playable (still need to be tested especially through leveling and high end content). Until then - it just BROKEN and I urge everyone to give up new ships until they fixed. p.s. - I so upset so I would demand my 22000 gold and 75 rhino horns back. But... I doubt we have this kind of player support in this game... unfortunately. p.p.s. - Really. just imagine my fight with damned ships. I do circles, speed up and slow down with totally lowed sails, can not stop my ship, half of my cannons aiming to the waters and don't shoot...
  20. 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.
  21. 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.
  22. Some suggestions on things that could be add during Early Access besides balancing and bug fixing. Update: I integrated all ideas into the first post for better readability. Ships Brig The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it. Frigate A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side. Ship of the Line A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common. Huge Sails The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship. Sail Crew Ability to have more crew assigned to a sail. Open/close and turn much slower with one crew and faster with multiple crew, also having a speed buff for multiple crew on the sails or player manning the sail. Multiple Sails You should be at least able to add different sails to the same mast, like a handling sail and a speed sail on one mast. Ship details Besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships. Also when placing walls inside a ship hull they should fill the gap to the hull. Man stations by demand Option to set npc crew to man stations by demand. If you anchor they should unman stations and repair if you issue orders to an unmanned sail or cannon they will man the station or switch from another station that has no orders issued right now. Weather forecast Give a warning a few minutes before the weather changes and add skills that increase the warning period. Ship sinking Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them. For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times. If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed) Suggestion: (All ideas need to be applied together to work correctly, given numbers are not set in stone and need to be tested and balanced) Planks Planks need to take more damage they are destroyed far too easy by any means. Planks should be able to take a lot more shots including all sources be it from player weapons or SoD. Considering a wooden wall taking 80 wood having 8.000 hp it wouldnt be wrong if a large plank taking 1500 wood would have 150.000 hp. So atleast bit more hp on planks would make a lot of sense. Ship Health / Resistance The ship health will no longer resemble the amount of water the ship has taken in but the ships condition (The sum of all planks HP). The ships condition grants a resistance buff to planks and reduces when damage to planks is taken. Resistance Buff / Sturdiness Planks have a damage resistance with the following formula: Ship HP% - Plank HP% + Sturdiness Bonus - Example: Ships Condition at 100%, Plank at 100%, Sturdiness 0% = Resistance 0% - Example: Ships Condition at 90%, Plank at 10%, Sturdiness 0% = Resistance 80% - Example: Ships Condition at 10%, Plank at 100%, Sturdiness 10% = Resistance -80% - Example: Ships Condition at 80%, Plank at 40%, Sturdiness 10% = Resistance 50% Ship Weight / Water Weight If a ship takes in water the water will be added to the weight. Also the weight will have more influence how fast a ship can turn, accelerate and move. Draught / Load Draft The weight of the ship no matter if it is from resources, cannons or water will make the ship go deeper and raise the water line. Obviously the ship will sink when the waterline raises above the bulwark. Water Leaks The ship can only take in water from leaks below the water line. If a plank is partially below the water line the inflow of water will be slower. Bulkhead You should be able to build bulkheads that divide the ship into sections and prevent water inflow from the front section to reach the mid or aft sections. Also a fully closed deck will prevent water from reaching the upper deck. To have water inflow on the mid deck the waterline need to be high enough to reach said deck and leaks need to be present on the planks. Repairing Planks Planks can no longer be destroyed. If a plank reaches 0 HP it will be turned into a burst plank. A burst plank will take 3 successful hits with the repair hammer to start repairing again and will take a reasonable amount of resources with every try. Only fully repaired planks can be replaced with a new plank or demolished. Burst planks will make a damaged ship look a lot better and act like a missing plank in case of shots going through them and water leaking in but dont allow a new plank to be placed for easy repair. Visible Damage If bulkheads and decks stopping water inflow planks can have more conditions to make combat look better and easily tell the their condition: <50% light visible damage and tiny water leak <25% visible damage and small water leak <10% heavy visible damage and medium water leak 0% visible burst plank with large water leak Ship Sails Once a mast gets destroyed it gets replaced with a broken mast that has like a 10 minute cooldown before it can be repaired. Same if a sail gets completely ripped it will have a 5 minute cooldown before it can be repaired again to allow boarding actions. The same applies as to planks and it takes 3 successful repair hammer hits to start repairing once the cooldown is over and you cannot demolish or replace a sail/mast until it is fully repaired. Wind Sails do take damage from strong winds, starting at 50% of the max wind strength they will have a tiny wear effect and at 100% it will be quit noticeable. Cyclones of course deal a lot damage to sails but less to planks so you can lower sails if you cannot avoid them. Cannon Balls Since battles last longer now they should be a bit cheaper and reasonably lighter to carry enough. Avoiding abuse of the weight mechanic On anchored ships the weight that a player can add to a ship is limited to two times his carry weight. Should the ship lift the anchor the full weight is applied. On PVE you can remove sleeping players if you own the ship, they will be moved to the end of the emergency ladder if selecting to remove some overweight sleeper that tries to stall your ship indefinitely. Repair All Add an option for ships to repair everything at a very low speed using materials from the ship inventory if you hit it with a hammer it will increase the speed. World Island diversity Additional Island to expand the world and give more room and options for players. Free Islands Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc. Exploration Islands Islands you cant build on, just for exploring and the real pirate feeling. Claimable Islands Normal Islands to fight for. Pirate Nest Starter Islands for Pirates no protection and no limitations. Map rearrangement or special server (PVP/PVE Merge) All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First rows are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands. Golden Age Islands are mixed into this map with different difficulties as well. NPC Factions Having some factions to liven up the world. (All using real ships/versions of the playerships) Civilian NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island. Navy Having forts and military ports. Guarding the sea from pirates and ships of the damned. Pirates NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods. Damnation Ships of the damned turned into real ships and only appearing during night time Faction Areas and settlements Factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in certain areas at night while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence. Underwater “Islands” (Additional world layers) There should be natural air bubbles(caves) and player made domes under water where you can live. Also ancient cultures could have left artificial or magic domes that provide a place to live. Similar to an island with resource spawns and wildlife etc. these will expand the space to live in the game and bring more life to the sea bed as well as base of operation for the upcoming subs. There could be bigger subs (comparable to the surface ships) for traveling and transporting that launch the mini subs for resource collection and other under water tasks. Should airships be added some day the same could be done with floating islands to expand the space to live into the sky. The battlefields and playfields should be mainly separated so that sea, air, land and underwater battles not significantly interfere with each other: Surface Ships – strong hull, can carry heavy weapons and lots of resources, get new weapons like basic depth charges that are very effective against submarines and basic anti-air cannons that easily down airships. Of course more ship types here is a primary goal. Land – large fortifications and heavy weapons also can use anti-air cannons Submerged – have weak hulls and can only carry light weapons that cause little damage to surface ships planks but good damage to other subs. Can also use small deck guns when not diving to participate in surface battles but still way weaker than surface ships. Floating – lightweight airships, cannot carry much stuff and only lighter weapons good for air combat and reaching floating islands but with low effect on surface ships. 4 different experiences and battlefields to master and expand the game content and many more cool places to visit. Quests and World Tasks Add NPC in Towns that give Quests for a Gold reward. As well as quests on the fly you can find in the world. Exploration Quest Visit a certain island and cartograph it. Return to Questgiver for reward. Exploration Tasks World tasks, pieces of a (exploration) treasure maps are appearing on one island. If you explore the island you will randomly find the pieces if you have enough pieces to combine into a map it will lead to a treasure chest on this island. If you picked up the treasure chest it will have a long cooldown but you can do the same on every island to encourage exploration. Trading Quest Deliver certain materials to a faraway NPC town for a Gold reward. Special Trading Quest Transport a certain item or person from one Port to another. Salvage Quest Bring certain item found on a shipwreck to questgiver. Salvage Task Find a treasure Map that points toward a shipwreck for salvage. Rescue Task Find shipwrecked npcs and bring them to any town for a small reward, or enslave them and sell them in a pirate nest. And many more like combat quests, creature hunt, boarding trader ships or capturing civilian/navy ships… Dungeons: Player limit for dungeons. The game has everything from single players up to 400ppl tribes, its impossible to balance so there should be dungeons for different team sizes. The limit allows only so many people inside the dungeon at the same time and the content inside is balanced on that number. (max 2) Tiny dungeon - small with basic loot and suitable for one or two persons. Low chance for specials like fountain of youth, gold or rare stuff (including all mechanics of the game so everyone can take part and is not excluded). Many of these do exist on all islands. (max 4) Small dungeon - normal dungeon for a small group, hard but doable alone. Normal chance for specials. Many of these do exist on all islands. (max Normal dungeon - normal dungeon for a medium group. Normal chance for specials. Many of these do exist on all islands. (max 16) Large dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 32) Huge dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 64) Raid dungeon - large dungeon with world bosses for huge crews. Very high chances for specials and rare loot. They only exist on special islands or zones. More versatile dungeons (instances) Different Caves (like in game already) Under Water Caves (having air to breath once inside but also parts that are under water) Shipwreck (in shallow water or deep in the ocean) Ghostship (once disabled you can go inside or drifting ships with enemies) Tempel or other buildings Hostile Settlements or island counting as open dungeon Under water city inside an air bubble ... Law System If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one. Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can escape relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way. Also include special starter islands/ pirate nests for players with a high bounty on their head. Player condition Green - Everyone is a green player from the start. Yellow - When you attack a green or yellow player you will turn into a yellow player. Yellow players turn green again a few minutes after they last did damage to other players. Red - When you have a significant bounty by a npc faction on your head you will turn red. Only by loosing the bounty you can turn green again. Red players can only use Homeservers in pirate territory. Note that player bounties alone will not make a player turn red. So player bounties on green players can only be turned in by red players, pirates. Bounty (What is a bounty) Bounty is a gold amount on your head set by either the npc faction in which territory you commit a crime or by a player. Different factions do consider different things a crime. Crime (What gives you a bounty) - Killing green player, tiny bounty. (Except pirate territory) - Destroying building parts of others, tiny bounty. (Except pirate territory) - Stealing from locked containers, small bounty. (Except pirate territory) - Attacking ship, small bounty. (Except pirate territory) (Medium bounty in Trader faction territory) - Sinking ship, huge bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Taking green or yellow players as prisoner, large bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Player placing bounty on your head. - Killing yellow and red players, no bounty - Attacking red ships (ships of red players), no bounty - Sinking red ships, small bounty (Only in pirate territory) - Escaping a cage, small bounty (Except pirate territory) Jail & Debuff (How to loose bounties) A bounty will reduce when the player is online and sitting in a cage owned by the npc faction, player or company that placed the bounty. You can relatively easy escape a cage after a short while if you don’t want to sit idle but your bounty will no longer decline and you get a small amount added on top of it for escaping. You have to flee the area as well so your company rescuing you would be an option. If their head is delivered instead and the bounty is paid they will receive a debuff that reduces xp, damage the player deals, harvest and taming rates significantly. The debuff will contain the amount of bounty that got paid doubled and every goldcoin the player picks up will automatically be used to pay of the debuff until it is gone. Players remain red while they have the debuff. Bounties will also reduce naturally with time but very slow. Payment (How to get paid) Obviously the debuff or jail time must hit significantly harder than the bounty is worth to prevent misuse. Deliver the head or the player alive to a npc faction headquarter to receive the bounty placed by the npc faction. Bonus money for alive players. Deliver the head or player alive to the player or company that placed a bounty on its head. Be aware that players or companies can refuse to pay the bounty, so skilled bounty hunters need some measures to bargain That’s about the basic bounty system for players. I like the idea of company or ship bounties. On top of this there could be more bounty systems: Company bounty The company bounty is the cumulated bounty of its players and will decide if a company will turn red as a whole including all members. If player looses its bounty or is removed from the company it will also be removed from the company bounty. Ship bounty If you earn a bounty while a ship owned by you or your company is close by the ship will earn the same bounty, plus players can also add bounties on a ship directly. If a ship with a bounty is sunk you will earn this bounty. Again the owner of the ship will receive a debuff that will take gold from ship boxes the player owns to pay off the debuff. The amount of gold to pay of the debuff is always twice the amount of the bounty that is paid to prevent companies to profit from bounties set on them. Unlike player bounties, ship bounties can be paid off with the normal gold cost at the npc factions. Flags (Yield mechanic) Flag Basic You can raise a flag on your ship that also influences faction and pvp. It’s especially handy for pvp but also for pve server or areas. Flags have a cooldown before they can be changed again. Flags can also be applied to npc settlements and player claims and have the same rules. Available flags are: Trader Flag Is a neutral flag and has no special effect. Hostiles like pirates or factions you have a bad reputation will target you. Company Flag You represent your company and your deeds will affect its reputation and the standing towards other companies, factions and players and their reputation towards your company if they that take actions against you. You can take actions against hostile companies (declared company war) without earning a bounty on your head. Faction Flag You represent an NPC faction and can sail their waters and use their ports but are hunted by their enemies. Flags of factions are only available if you have a good enough standing with that faction. (Your reputations with said faction will increase from doing quests for npcs in ports and your reputation will decline if attacking faction ships or npcs.) Pirate Flag You will go hostile to all around you including unallied pirates and can take pirate actions but will earn a bounty on your head if you do so. No one will get a bounty for attacking a pirate, you cannot lower the flag for a while after raising it. The pirate flag will be forced if your bounty is too high making you a well-known pirate. Navy Flag You will be hostile to pirates and players with bounties, while everyone can attack pirates without a penalty, pirates can fight of navy ships without a penalty. Navy ships have an escape blocking aura. If you die within the aura around a hostile navy ship you will be forced to respawn in a bed that is also within this aura if you don’t have a bed in range you will pass out and can be taken prisoner. White Flag Raising the white flag will yield to enemies, npcs and players alike. Your sails will be closed and all abroad will be forced to kneel down so you cannot fight. Attacking a ship or npc that has yielded and sinking it will have very high bounty penalty excluding pirate ships. A yielded ship will unlock all containers and doors and can be looted by player pirates as much as they like to. Hostile NPCs will come alongside yielded ships and transfer a part or all content of boxes and inventories depending on reputation and faction, npc pirates and the legion of the damned will also take your crew. Player pirates can take over yielded ships and enslave the crew but it will earn them a very high bounty that’s not worth the gain unless you are among the few most famous pirates that can keep fighting of everything that will be after you. (Ships should not be sunk for no reason, that very important to make the world evolve) Reputation You should be able to trade even with a neutral standing and earn a bit of reputation depending on the faction. Trader factions give more reputation for trading but another source of reputation are the quest npc in towns that can give you trade runs but also combat, salvage or exploration missions which earn you a bigger reputation and gold reward on completing. The local market in npc towns having different prices allows to play as a trader if you want and earn gold if you reach a port with the right wares to sell with a bargain. Unlike civil flags of course a combat faction like the navy or pirates do require you to fight their enemies to earn their flag and makes you enemies with the other faction from sinking their ships. Upkeep & Decay & Taxes New item resource-stack (like the ship resource-box). Repair hammer will automatically use resources from the resource-stack in the building. Like ships every building can have one resource-stack. Ships and buildings will now decay very fast. The resource-box and resource-stack will automatically use resources to counter that decay (upkeep). There is a minimum upkeep for every box or stack to maintain itself, additional it will charge a cost for the amount of pieces the ship or building has attached. Zones mechanics: Freeport – No building, cannot anchor ships in the port area. No de-spawn timer or faster decay needed. Lawless – Upkeep cost will keep buildings from decaying. Claimed Citizen – The upkeep cost will go towards the taxes and the ship or building stays in shape. No or low taxes on basic resource collection, normal taxes on gold treasures. Claimed Owner – No building and ship decay or upkeep for the owner and allies. Significant gold upkeep for the claim itself. Exploration Zones – No building, ships upkeep like in lawless. This will allow the server to get cleared fast from abandoned stuff including ships. It will also allow player that want to go on vacation to put enough resources into the box for whatever time frame they will be away. Foundation spamming is effectively countered as they will decay fast and it is costly to put a resource-stack for every foundation and keep it filled with the minimum upkeep. This versatile system, will allow to avoid bad experiences with de-spawn timers, foundation spamming, too expensive, cheap, long or short upkeep phases. And allows new players easy access as in all Zones the same system applies, upkeep & decay always at the same rates. Trading, crafting and resources Quality Crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood. Crafting skills Add crafting skills that slightly reduce the required mats. Maybe different skills for every kind of material like metal or wood. Containers Containers have a maximum weight limit so you actually cant throw everything into one container. Containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts. Trader counter A build and placeable counter where you can place items and set a price on them to buy or sell works when manned by player or npc crew. Freight Box When you access a player shop or trade hub you will have access and can select all inventories of your freight boxes in the vicinity of the shop to trade the wares or buy them. For example your ship needs to be in the harbor and every trade will take a while to commence (unloading). Trade Hub/Port The trade hub/port is a central coastal building that will show all offers of player shops in the vicinity and will also allow players to put their wares up for sale without upkeep but paying a tax when it is sold. The sales tax can be set by the owner and is limited to 30%. Every day the offer is not sold the tax will increase by 5% when it reaches 100% the offer is taken down and the wares belong to the owner of the trade hub. The trade hub has a reasonable upkeep for the owner. While the player shops/shacks will have far less upkeep, preferable they should decay and need to be repaired with resources not gold. Renting and Trading Allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest. Npc settlements Liven up trade buy having npc cities with traders that buy and sell with different prices and demand and might give trade requests to players that are rewarded with extra gold upon delivery. Workstations A new basic workstation that is easily build and move most none primitive part from inventory crafting to this station and the smithy. Crafting stations now take more time to produce parts and do not manufacture until manned by a player or npc crew. Faster crafting skills affecting crafting tasks set by the player with the skill, npc manufacture much slower than the player when using the stations. NPC workforce Possibility to set hired npcs to slowly collect resources independently in a certain area around a collection box. As long as you can protect them you will be able to skip on the most boring part of the game and get mats for a new ship with enough time. Backpacks and stuff Craftable backpacks that increase carry capacity. Items in backpacks have their weight reduced. Bags to be placed in inventories reducing weight of items inside. Can also be placed on the ground, carts... Saddlebags increasing carry capacity and reduce weight of items inside. Normal inventory reduced carry capacity but include very basic bags and backpacks that can already be crafted on starter islands and boost it to about the current basic level. Creatures Normal Creatures - Reduced Size to real size - Normal wildlife, plentiful, less aggressive - normal behavior, wolves hunt at night rest during the day etc. - tameable, some smaller versions like wolves are not rideable, can be tamed faster than the current taming speed - levelrange, every creature can spawn at levels considering their strength and size: chicken lv 1-20 wolf lv 20-60 tiger lv 50-100 elephant lv 50-80 Alpha Creatures - using the current size(oversized) of creatures - tameable, but take more time to be tamed - rideable, for example alpha wolves are rideable unlike the normal sized ones - creatures picked to spawn as alpha will double their level and receive a health buff (health buff does not carry over to tamed ones) - alphas can be accompanied by a pack of normal creatures, for example a pack of wolves following an alpha wolf - only appropriate alphas, no alpha chickens and stuff Omega Creatures - rare and strong monsters of large size like dragons and other beasts. if you come across one while exploring the jungle you be running for your life - only hunt them in groups (introduce a tracking skill so they can remain rare sights) - if one is found trigger an local event everyone can join in to fight together (separate loot for all participants) Titan Creatures - like the kraken, only for massive groups - big monsters or large group of enemies like an undead army - unlike the kraken they also appear randomly triggering world events for everyone to attend - can attack islands and all need to band together to fend them off, will disappear after a while if not defeated (there will be a warning a few days before the creature attacks like dead fish on the beach, bubbles in the water, strange weather or an undead armada on the horizon...) - is a natural replacement for decay, instead of buildings and ships getting deleted after a while they will get damaged or destroyed by titan attacks and are more likely to happen on heavily inhabited islands but no more than once a month per island Behavior - attack delay, for example a shark will not attack as soon as you contact the water surface but start circling you for a bit bevor attacking, a wolf will tail you and team up with nearby wolves and is more likely to attack when turning your back on it, etc. General - need more creatures to liven up the world in the long term - tameable LotD with tarot skills, give us undead breeding, be the first Taming New taming mechanic optional or replacement however you see fit. Activate taming skill and hold out the food. This will prevent creatures you look at from getting aggro on you or fleeing from you, does only work if they dont reacted to you already so you have to start from far away with agressive creatures and always look at them to keep them from reacting in the normal way(aggro/flee). Creatures will also flee or attack with a certain chance that depends on your sneaking skill and how fast you move towards them. Once you reach them there is a chance they will eat the food depending on its quality and what kind of food you are offering. Agressive creatures will attack when rejecting the food. You have to repeat until the taming bar is full, if attacked you have to flee and loose aggro to continue taming or if it stays in the game you continue with the bola method. Weapons and Armor Dual Wield Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature. You should also be able to dual wield every one handed item. Like a grappling hock in one hand and a sword in the other so you can attack when you swing over to an enemy ship. Also it would make guns more viable as you are not defenseless against meele while holding one. Maybe with a meele rebalance that does allow for less slashing and more parrying it will feel even more authentic and fun. Unarmed/martial arts Add kicks and combo moves to make unarmed fighting more viable with knockbacks and combos for some additional effects like stunning or knock down. + Ability to disarm enemies. Job armor and clothes Every job should have appropriate clothing, light and warm version. For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor. Outfits give bonuses to the corresponding profession and liven up the world. Magic Since magic will be added some ideas for magic types and purposes Necromancy – Recruiting/summoning and controlling an army of the dead crew. Transforming into an undead yourself -> undead don’t need air and can live under water. Able to resurrect dead players and npc crew as undead crew. Turn your ship into a ghost ship, able to dive (cannons don’t work under water thou but good for surprise appearance) Voodoo – Cursing weapons, ships, players and animals and lifting curses, changing the weather/wind (bad) Divine – Blessing weapons, ships, players, animals or harvest, changing the weather/wind (good) SkilltreeAs a long time goal a rework of the xp system would be preferable.  There will be different XP for the different skill trees. For example building a ship gives you seamanship xp and sailing a ship gives captaineering xp or hitting with a meele weapon gives meele weaponry xp… -> If you build ships you become a better ship builder, if you fight a lot you become a better fighter and so on. This comes along with a rework of xp amounts so you make some worthy progress with each action, where building a ship for 8 hours gives you as much progress with seamanship as killing creatures for 8 hours gives weapon xp. Also the skill-trees are expanded to give more passive bonuses and active skills with every tree for a more in depth specialization above the basics. Player Conditions Player wounds and weight Introduce heavy wounds, heavy overweight - both force you to crawl so you cannot interact with for example ladders with heavy overweighting and stuff.Limb damage effects - reducing meele damage (arms), accuracy (head), stamina (chest) or walking/dodging (legs). Aging When you die of old age you will have to make a new character but keep your progress level and exploration and ships etc. and get to respect your character once. (No respect on level up anymore) When you die of old age and have a child you can choose to play as the child and will also keep levels, exploration and ships etc. with a free respect. Depending on how well the child was raised you will get a permanent stat bonus to your lineage like more health or stamina. When using the fountain of youth you will get a free respect and are young again.
  23. 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?
  24. if you rly want to put effort into an alpha trading system that makes no sense, here is how it is working atm quick reminder this is an EA game, so things are not working as intended, some are exploitable if this game releases, this is not the final trading system alpha trading system: put stuff in your warehouse you wanna trade select your trade partners/routs that have not your resources you have trade 1:1 only trade stone for stone like marble for sandstone or wood for wood like softwood for strongwood that would be it, you can stop there and make 5k a day at least or you can push it how hard you can exploit this system i think i am on 30k a day and i do not even give stuff into the warehouse because i did set up trades that go in a circle, basically trading like before last patch (trading sandstone for sandstone), i also do 3 different wood types and stone types, not only 2, and i have 4-8 active trading routs (stone wood thatch 1:1) you just need the ppl that are doing the same and since it is working only that way, sooner or later you notice that by yourself you generate gold by nonsense trades you can trade forth and back with the same ppl aswell wich is stupid so i trade off my sandstone for marble and i receive marble, then i trade the marble for sandstone that is on my grid anyway (no need farmhouses), then it repeats, i added granite into the circle, so granite for marble and sandstone, marble for sandstone and granite and sandstone for marble and sandstone. same you can do with the wood types and thatch, flint is an alternative trades are high speed and automatic at the moment, wich will change i would not want to develop such a trading system.. a pain i can imagine... but with limits and balance it could be kinda working like that, limit forth and back trading, limit same server/island and alliance trading (exploiting) and the auto trading will be off by then anyway. no gold rewards if trading with the same person over and over again maybe aswell in the end... maybe this system changes and is based more on resources rather than gold. trading wood for gold is not bad either. for spreading resources tho, this would be the better system (the currently active one)
  25. Probably a real long shot but did you ever figure out the problem, i have tried this and still get the same error
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