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Found 648 results

  1. Since i read they are planning to rework melee combat (and add new weapons) i just wanted to give a suggestion. Instead of having 5-6? Keys to attack a mix of mount and blade and Skyrim melee would be great. For those who don't know in m&b you use mouse to decide your attack and block directions. Down - Stab/block Up - Down swing/block Left - Right swipe/block Right - Left swipe/block But the problem with m&b pvp is you can just hold the LMB forever and attack whenever you want or spam attack and block so I thought of adding the Skyrim heavy attacks when you hold the key. So if you hold down the key instead of canceling with block or dodge you start a heavy attack which you are committed and can't cancel. You become immobile giving enemy a chance to attack you, shield bash interruptions always stunning you. Heavy attacks have a increased damage at the cost of stamina and always staggering opponent. Dodge: Its still the same back/side step, i tought of adding rolling for hide armor but decided it might be better as a feat. You can't back step stabs and down swings and you can't side step side swings, you will take damage. Timed dodges will increase your next attack speed greatly but for a reduced damage for a very short duration Block and parry: It's the same expect you also have to block up and down now. You can block heavy attacks but you will be stunned and your weapon will lose more durability. Timed blocks(parry) will change your next attack to heavy attack with increased speed for a very short duration all blocks and parries will damage weapons durability Shieldbash: Stuns enemy if used while enemy charges up for a heavy attack. Staggers enemy if used before enemy basic attacks land (like parrying with a shield) Staggering: Its a short interruption also slightly pushing you back. You take slightly increased damage while staggered. Stagger duration is lower the higher tiered your armor is Cloth common = ... = myth < Hide < common < ... < Myth < plate common < myth Basic & heavy attacks: Mouse up - Down swing / heavy down swing Can't be dodged by backs stepping / Deals increased damage and greatly increased stagger time Mouse down - stab / heavy stab Can't be dodged by back stepping, greatly reduced damage but very quick / normal damage, still faster than other heavy attacks and slows the speed if used on staggered enemy Mouse left & right - side sweep / heavy side sweep Normal attack, increased speed if used in succession on opposite sides (L,R,L,R) / increased damage, applies bleeding (does not stack but resets duration) That's it then. I'd like to hear your thoughts and please tell me if I missed to explain something So anyway i just got overexcited created account get everything off of my system and didn't really give it much of a thought on how it would work on laggy servers or how it would work on pvp since i only play single player. Good evening everyone.
  2. ATLAS

    Patch Notes

    Current ATLAS Official Server Network Server Version: v540.0 Current ATLAS PC Client Version: v540.0 Current ATLAS Xbox Client Version: v540.0 Upcoming patch notes Please note these patch notes are not finalized and there may be changeS prior to the full release on the live servers. More notes to come! released patch notes v540.0(Hotfix) Bug Fixes - Fog of War will now work correctly Misc. - Bleed damage on Industrial firearms will not stack anymore - Bleed damage on Industrial firearms will not affect bosses anymore Xbox Only - Fixed Instances of Map Menu UI not being able to be interacted with via controller v538.6 New Content New Modular Ship The Pegasus This is a new modular ship focused on transporting players’ tames. It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks. Unlocked in the Advanced Shipwright Skill It comes with 6 tame railings that can store 5 tames each (30 Total). Resources for a base version: Wood - 2500 Thatch - 2000 Fibers - 2000 Metal - 20 New Modular Ship UI We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships. There are 3 stages for durability: Green - Durability is good Yellow - Durability is moderate Red - Durability is poor If the portion of the ship is flashing, it means this area has a leak. We will look to make this UI element colorblind friendly in the future. Map Menu UI Visual Revamp The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen. The region the player is currently in on the Overworld map is highlighted in green. Open Water Servers There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it. They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to. Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters Southern Sea - Central Waters, Africa, Antarctica, South America Western Sea - North Pole, Central Waters, South America, Western Waters Industrial Wonder Content The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region. Industrial Wonder: Power Nodes Transient Node - Geothermal Vents This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland. Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes. These transient nodes produce a new resource type of coal: Brimstone Static Nodes There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished. Lava Vents produce a new metal: Orichalcum. Sulfur Pits produce a new type of coal: Pure Sulfur Both of these resources are needed to craft new Industrial structures and gear now and in the future. Lava static nodes allow players to build the Industrial Smithy. Sulfur pit static nodes will get new crafting recipes in the future! New Craftables Ore Miner - harvests the resources of the industrial transient node only. Unlocked in the Metallurgy skill. Crafted in the smithy Resources Wood - 125 Thatch - 400 Fibers - 320 Metal - 360 Hide - 100 Stone - 1200 Industrial Smithy - The structure allows players to build Industrial Wonder specific content. Unlocked in the Metallurgy Skill. Crafted in the Lava Static nodes Resources Orichalcum - 100 Pure Sulfur - 60 Wood - 50 Brimstone - 50 Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Ingot - 65 Orichalcum - 85 Pure Sulfur - 32 Flint - 30 Oil - 20 Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage Unlocked in the Revolvers skill. Crafted in the Industrial Smithy Resources Ingot - 35 Orichalcum - 45 Pure Sulfur - 20 Flint - 24 Oil - 12 Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol. Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Orichalcum - 2 Gunpowder - 2 Pure Sulfur - 3 Brimstone - 1 Freeport Tortuga Freeport islands has been updated with new visuals. New Holiday Content St. Patties Day Holiday Pot of Gold has been added to the holiday vendor in freeports. Green Ale has been added to the holiday vendor in freeports. New Skill Pirates Resilience Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%. Bug Fixes Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly Fixed instances where the monumental studies structure was missing collision Fixed instances where the market trade system is not locating the correct trade connections Fixed instances of Circular Slice not functioning with a shield equipped Fixed instances where available spawn servers would not reflect the player’s current server Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off Fixed instances where claim points were inaccurate Fixed instances where Sea Fort towers and walls could be demolished Fixed instances where sail snap points would change when a ship was released Fixed instances where a duplicate sub was created when the dingy dock was full Fixed instances where small sails could be placed very close to each other Fixed instances where holiday structures could be placed in freeports Fixed instances where the unnatural fog was not functioning Fixed instances of misspelled text on Burial Mound Framework Fixed instances where ship auto-pilot does not function properly Fixed instances where Ships of the Damned followed the player across grids Fixed instances where there was an overlapping gun port on the Turtle Ship Fixed instances where the default sail on a Cog spawned at incorrect location Fixed instances where the Sextant minimap would crash the client in Blackwood Fixed instances where modular ships could have more sails then intended Fixed instances where modular ships could exceed their intended max speed Fixed instances where UI text would overlap Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built Fixed instances of islands having visual inconsistencies Fixed instances where discovery zones of power stones were in Rookie cove grids Fixed instances of multiple forms of torpor resistance to be in-line with the description Fixed instances of The Great Temple structures having incorrect health values Fixed instances of UI errors Fixed instances of incorrect creature spawns Misc Settlement Claim Flag UI has been edited to be more clear Respawn menu UI has been edited to be more consistent Crocodile’s floating position has been raised Portal Art has been changed Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor Shield Bash and Sword Attack no longer share a cooldown Large Stone Wall health has been increased to 100,000 Large Stone Foundation has been increased to 120,000 Meat has been added to the list of resources players can add to the crew silo Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources Progression Table is now limited to owning company Progression Table can no longer be destroyed Colors for the quality of items has been shifted to be more readable Modular ships sinking time has been slowed by 50% Mortar and Harrier ships can now only fire if they are going under 5 knots Modular ship speeds have been adjusted to be more inline with the legacy ships Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower LODs have been adjusted, updated, or created for several assets Xbox Specific Fixed instances of memory leaks Fixed instances of textures loading and unload incorrectly Fixed instances where level of detail was not being changed correctly This is a work in progress. Additional fixes and optimization coming in future patches. Known Issues Xbox Series S still has some crashes when loading large numbers of structures Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat Portal art for returning to Rookie Cove still shows the “Atlantean Ring” Portal art does not fade into the sky correctly Offloading tames faces them all in the same direction Lava vent node will not damage players that walk into the lava Pegasus has incorrect icon v537.5 New Content: New Regions have been added. Eastern Waters Located to the East of Central Waters, and are full of claimable islands. Portals to enter the Eastern Waters are located J2 and I1. Western Waters Located to the West of Central Waters, and are full of claimable islands. Portals to enter the Western Waters are located in G1 and F4. Uncharted Sea A new sea has been discovered, what mysteries will be uncovered while exploring these waters? There is a storm brewing on the horizon which might make it difficult to live in this region at some point in the future. This region is lawless. Portals to enter the Uncharted Sea are located in E11 and I11. Workstation The Workstation is a new crafting facility that allows players to change 10,000 of a resource into a block or bundle of that resource. You can also turn a block or bundle back into a stack of 10,000 resources. Resources included: Flint Stone Coquina Granite Limestone Marble Sandstone Slate Woods Cedar Cursed Wood Fir Ironwood Oak Pine Poplar New Holiday Items have been added. These items are available from NPC vendors in freeports. Lunar New Year Stone Tiger Statue Jade Tiger Statue Gold Tiger Statue Paper Lantern Valentine’s Day Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear Bug Fixes: Fixed instances where roof tiles would snap to floating points above ceiling structures Fixed instances where the transient tracker did not point at the correct location and updated the item description Fixed instances where Cursed Armor would not appear correctly on some female characters Fixed instances where General Tile Module were no longer useable Fixed instances where Army of the Damned Smithy would delete items Fixed instances where items were loss when demolishing a container structure Fixed instances of client crash when crew members are created while game language is set to Turkish Fixed instances where mounted NPC crew were not taking damage Fixed instances where grave digger stopped collecting Fixed instances where submarine causes a crash Fixed instances where Army of the Damned would not wake up after being knocked out Fixed instances where island selector was not working in freeports Fixed instances where items were being deleted from the Ritual Pedestal after a server restart Fixed instances where placing a Ritual Pedestal would cause a crash in single player Fixed instances where Ritual Pedestals would crash the server Fixed instances where placing a Ritual Pedestal would decay the structures around it Fixed instances where killing an unconscious crew would result in them standing up Fixed instances where player was being warped out of the B6 powerstone cave Fixed instances of a duplicate Army of the Damned Smithy in the Altar of the Damned craftables Fixed instances where items were being deleted from the Altar of the Damned after a server restart Fixed instances where items were being deleted from the Cursed Temple after a server restart Fixed instances where firing at some angles caused crew members to dismount cannons on the turtle ship Fixed instances where item caches from demolished structures only contained 1 max player stack Fixed instances of bottles not containing treasure maps in polar regions Fixed instances where the incorrect message was displayed when attempting to claim an island that exceeded the available claim points Fixed instances where the monument studies structure had no collision Fixed instances where islands in G10 and C10 would have incorrect biomes Fixed instances where transient nodes could spawn on an island that does not allow building Fixed instances where the description of the frameworks for the Cursed Totem and Burial Mound did not accurately show construction time Fixed instances of data deletion while grid traveling in PVE Fixed instances of the market system behaving incorrectly Fixed instances where warehouses would duplicate resources on server restart Fixed instances where cursed temples could be built on ships Fixed instances where the Monumental Studies Modular Room did not allow players to craft anything Fixed instances where cursed armor was not showing up on female character models Fixed instances where junk sails would stop functioning after gridding Misc: Potatoes and Limes can now be stored in the crew silo Loom inventory max items increased from 60 to 150 Spider base and scaling stats have been increased Displayed name length is set to 13 characters The player is able to replace existing sails without having to demolish them first on legacy ships Level up text last for 30 seconds before fading Lowered the number of wild creature spawns by 25% Resources required to progress through the stages of the Great Temple have been adjusted Underwater Black rocks can now be built on The effectiveness of sails on multiple modular ships have been adjusted Weight sails are now more effective on the turtle and tramp freighter ships Loot from the kraken has been slightly adjusted to drop higher quality items and BPs Mech Monkey now has slightly higher drop rate The names of wood resources have been changed to their original names The cog now starts with one medium handling sail and 2 sail points Known Issues: Puckle mounted NPC crew take no damage. v536.03 New Content: The Great Temple The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior. Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen. Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time. The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season! Stage resource requirements: Stage 2 Strongwood: 50,000 Limestone:100,000 Flint: 10,000 Mythos: 2000 Stage 3 Strongwood: 150,000 Marble: 175,000 Flint: 15,000 Mythos: 3000 Stage 4 Strongwood: 200,000 Sandstone: 300,000 Flint: 50,000 Mythos: 5000 Stage 5 Strongwood: 100,000 Slate: 500,000 Flint: 100,000 Mythos: 2 Stage 6 Build and place Sarcophagus in the main courtyard. Sarcophagus New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers. Cost: Wood: 25 Thatch: 125 Fibers: 30 Hide: 40 Tramp Freighter The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons. Cost: Wood: 1000 Thatch: 800 Fiber: 800 Metal: 100 Max Level: 60 Sail Points: 5 Module Points: 12 Attached Sails: one large and one medium handling sail Bug Fixes: Fixed instances where activated fire visual effects were floating above the lumberyard Fixed instances where activated fire visual effects were floating above the quarry Fixed instances where the schooner and raft could disappear from a small shipyard after server restart Fixed instances where transient nodes would not change position after a week Fixed instances where quest markers were in the wrong grid Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects Fixed instances where players were able to damage other players on some freeport islands in PVE Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail Fixed instances where waves could allow or disallow sail placement Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction Fixed instances where some grids have freeport island selection when respawning Fixed instances of holes in the ocean Fixed instances of game crashes where players would be stuck unable to reconnect Fixed instances where some modular rooms could be placed on pillars Fixed instances where the tutorial volume is not controlled by the options Fixed instances where the storage box could only be crafted at the smithy Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible Fixed instances of placing structures on pillars and allowing them to float Fixed instances of pathfinders losing proper movement after teleporting while crouching Fixed instances where structures would be placed on freeport islands Fixed instances of the Broadsider spawning too far back in shipyards. Fixed instances where players could replace sails disregarding collision Fixed instances of Quest markers being in incorrect locations Fixed instances where Dyes would not be highlighted when able to craft Fixed instances where the Damned Smithy could be built on ships Fixed instances where the Songstone could be built on ships Fixed instances where Monument studies room had the incorrect model Fixed instances where Altars of the Damned were spawning iridium ingots Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage Fixed instances where Unnatural Fog ritual would crash the server Fixed instances where blueprint ships would not be created with 100% durability Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga Fixed instances where multiple taxation banks can be spawned at sea forts Fixed instances where multiple small sails could be placed at the front of the Turtle Ship Fixed instances where AotD ships would ignore some modular ships Fixed instances where structure placer would incorrectly display available snap points Fixed instances where island claim points are reset to 0 after a server restart Fixed instances where blueprinted ship modules would not start at 100% durability Misc: Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30 Grenades can now be stored in the munitions Storage UI changes made for the chatbox when creating a pathfinder Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory Increased maximum durability found on shipyards Vegetables and herbs can now be stored in the silo Cows and lions have increased mating ranges Reduced effectiveness of small and medium sails on some modular ships Reduced max sail points available on Broadsider BPs Dragon's Tongue Delight is now categorized as a drink Cursed grog can now be stored in the keg Mace Stun duration has been reduced Additional changes coming in a future patch Mace Stun ability cooldowns has been increased Additional changes coming in a future patch Shield bash stun ability cooldown have been increased Additional changes coming in a future patch Shipyards will now give demolish rewards excluding gold Known Issues: Xbox memory leak causing crashes when loading large amounts of textures Sarcophagus icon shows the icon for a simple bed Sarcophagus crafting resources are incorrect The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. v535.8 New Content: Ahoy Pathfinders! New land masses be appearin' on the horizon! The harsh climate and lack of water sources will make this area challenging to live on, but shapes of a mysterious building can be made out through thick fog covering part of the island. Monumental achievements await pathfinders seeking to call this Wonderous island home. With these changes comes a new map, a wipe and a new season for Atlas! Island locations: H9, I9, J9, K9 High heat ravages the island, be prepared with plenty of water Some creatures have higher base levels Lawless claim Tortuga Tortuga is a new freeport located outside of Rookie Cove that anyone can visit at anytime from the portals located in Central waters. Buy and shop for seeds, crewmembers and other basics that you need for your adventures. Tramp Freighter This new ship is a small and sturdy cargo hauler. It can carry more than other ships of its size and still retain respectable speed. It can not currently be built, but blueprints can be located in flotsam and shipwrecks. Building the Tramp Freighter will be released in the next patch. Bug Fixes: Fixed instances of incorrectly picking up insect meat with tames Fixed instances of the schooner and raft from disappearing from the small shipyard Fixed instances of oxygen not working correctly underwater Fixed instances of turning on ships in unintended ways Fixed instances of sails being up upon gridding (PvE) Fixed instances of treasure maps taking you to inaccessible grids Fixed instances of shoulder tames not working correctly after bed travel Fixed instances of incorrect durability on a medkit Fixed instances of the Medkit affecting character models unintentionally Fixed instances of spoil times not working correctly Fixed instances where resources were generating incorrectly in damned altars Fixed Instances where submarines were being stored incorrectly Fixed instances where there was unintended underwater visibility range on ships Fixed an issue with the zipline sending player in unintended directions Modular ship sailing behavior adjusted across the board Fixed instances of incorrect resource amounts when replacing modules Fixed instances where damned smithy icon was incorrect Fixed instances of ships being lost when attempting to border in Central Maw Fixed instances of blueprint modular ships losing sails Fixed instances of items in players' hotbars disappearing after bed travel Fixed instances of players losing control while repairing modular ships and bordering simultaneously Fixed instances of markers not being able to be placed correctly Fixed trade path between I1 and E5 Fixed issues with tax rates changing when owning players are changing servers Fixed an issue where the songstone was not placeable - Fixed an issue where restoring defaults on options would reset multiple menus - Fixed an issue where a player would be taxed by their own seafort - Fixed an issue where structures built from the damned smithy had incorrect damage calculations Misc: Gold cost from building base versions of ships has been removed The scaffolding for the Broadsider in the Shipyard is now correct The scaffolding for the Cog in the Basic and Advanced shipyard is now correct The locations of Transient nodes now correctly change weekly The cooldowns for the Repair Fiend and Rally the Troops UI will now display correctly Ships of the Damned will now return to their original location upon losing their target Treasure Maps no longer have a spoil time Emergency Ladder on Cog, Carrack, Harrier, Kraken is working as intended Smithy inventory max items increased from 150 to 300 Gold has been added as a base cost to the shipyards Changes made to the skills search bar to be more consistent Cosmetic polish to skills for clarity and uniformity Loot tables for blueprints in maps have been adjusted to be more in line with other drop sources The cooking pot grill and preserving bag can now only store items needed for its use Updated multiple item descriptions and names for spelling errors Certain Damned Altars will no longer be floating in mid-air Fixed instances in which resetting options to default would affect all option instead of the set a player was currently looking at Xbox only: Overworld map has been taken out of single player due to visibility issues Fixed issues where large islands would crash xbox players Known Issues: Scale of the map for wonder islands are inaccurate Discovery Zones for wonder islands are inaccurate Crude Tool is removed from player's craftables after a character respec Island selection in a4-d4 is not working as intended There is inaccurate. outdated text in the server select menu (Until 10/28:...) Quest marker for the lower left Africa Golden Age Ruin is incorrect (G9)+ Destroying shipyards will give no resources Tax rates are not being set correctly The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. v534.05 Bug Fixes: Fixed instances where NPC portals were usable from unintended ranges The carrack is now buildable in the Advanced shipyard by default Fixed instances where players using a controller could sometimes not select beds Fixed instances where ship modules could be incorrectly destroyed Fixed instances where the collision of the Cog ship was extended farther than it's visual representation Fixed instances where the Grave Digger harvested Cursed Bone Chips at an incorrect rate Fixed instances where Static Power Nodes were able to be destroyed by the player Fixed instances where General tile module was not craftable Fixed instances where the particle effect of the totem monument would activate on render Fixed instances where the Sextant buff would not show treasure correctly after transitioning grids Fixed instances where the Sextant buff would show incorrect map images on the mini map Fixed instances where multiple Altars would spawn on the same location Fixed instances where sailing points for blueprint crafted modular ships would not transfer correct values Fixed Instances where resources in the Damned Altar were not producing after server restart. Fixed instances where water temperature was not correct to the climate+ Misc: Portal Names have been adjusted Damaged portals will now show what resources are needed to activate Removed duplicate item entries from some skills Added mean whale spawns to some areas in the Antarctica and North Pole regions Altars no longer require claiming to access, they are available to any Pathfinder Removed stone farmhouse from the skill tree v533.2 (HOTFIX) Bug Fixes: Fixed instances where tames and NPC's could fall off the ship while traveling through portals Fixed instances where players could skip grids when traversing through grids v533.01 Bug Fixes Fixed visual bug where bed icons were unclickable Fixed instances where feeding trough could not be crafted Fixed instances where tranquilizer arrows could not be crafted Fixed instances where interacting with water barrels crashed the game Fixed instances where Decay Timers were functioning incorrectly Fixed visual bug where map markers were offset incorrectly Fixed instances where tigers were not tameable Fixed Instances where Tames or NPCs would shift off of ships after traveling via portal or gridding Fixed Instances in which one could travel to Rookie Cove while on a boat Misc. Fixed Single Player Map to not have Overworld Map Tab Changed the ability to learn how to craft steering wheel to the Basics of Sailing skill Changed the ability to learn how to craft the storage box under Basics of Building skill Carrack should now be correctly buildable from the Advanced Shipyard Tiny shipyards were removed from loot pools Fixed instances of Merchant Ships going through Islands Ferryman NPC at Freeports will take you to the correct islands on interaction v532.01 New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node system Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources Current new resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar. Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments - Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms - Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship and Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters v531.92 Halloween Event Beware Pathfinders! You may come across some spooky gifts during your adventures. Be on the lookout for Jack O' Lantern's filled with different items. New Holiday Item: Jack O' Lantern These Jack O' Lanterns have Halloween-themed gifts inside. You can learn more about the individual items below. These can be found in: Shipwrecks Flotsam Ship of the Damned wreckage New Holiday Items: Two-Handed Scythe - A new cosmetic weapon type variation of the Two-Handed Mace Jack O' Lantern - A placeable cosmetic Jack O' Lantern structure Headstone - A placeable cosmetic Headstone structure Scarecrow - A placeable cosmetic Scarecrow structure Candy Corn - Candy corn can be eaten, but it is not very nutritious Witch's Hat for Tames - A new hat available for the following creatures: Cat Crow Spider Crocodile Yeti Monkey Bug fixes: Fixed a bug where sails were not replaceable on modular ships Fixed a visual bug where tentacles were reappearing on the Broadsider Misc Increased the drop rate of the Broadsider from shipwrecks (edited) v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect v529.02 Bug Fixes: Version synchronization fix Fixed issue causing Xbox connection losses with the servers Fixed issue where cannons were not visually synced with the servers Fixed instances on ships where painted areas would revert to the default color Misc: Removed height limit from bed placement Removed repeated items in skill tree descriptions Defense Tower Buffs Blueprint versions of these can now be found Fire Rate increase Armor stat added Damage increase Health increased on Modular Ship pieces Crew requirements adjusted on Mortar Ship and Turtle Ship v528.13 (Hotfix) Bug Fixes Fixed instances in which certain fertilized eggs would crash Xbox users Fixed issue with mast placement on the Turtle Ship. Fixed issue where Sea Fort Range Buff was incorrectly calculating percentage to buff. v528.11 New Content Spider Climbing Spiders can now traverse vertical surfaces! Climbing will cost the spider Stamina, when depleted the spider will release and fall Spiders can move faster as well as jump higher and further than before New Modular Ship: Turtle Ship The Advanced Shipyard's inventory is expanding! The latest buildable ship, the Turtle Ship, comes affixed with armored plates, armored canopy railings and a dragon figurehead which breathes smoke to conceal your movements during combat Cost: 22,000 gold and 150 chitin Weapons: 20 standard cannons Max Level: 60 Sail Points: 3 Repair Resource: Armor Patch Kit / Patch Kit The figurehead of the Turtle Ship has the ability to create a smokescreen the smokescreen is activated from the steering wheel using Shift+Z (LB+Right D-Pad on Xbox) Costs 100 coal per smokescreen created (coal must be stored in the figurehead) New Weapon Type: Mechanic's Hammer A new tool introduced that allows the repair and replacement of armor on the turtleship Learned through the Advanced Tools skill Buildable in the smithy Resource Cost: Fiber, Wood, Thatch and Metal New Patch Kit Type: Armor Patch Kit A new type of patch kit used to repair and replace armor on the turtle ship Learned through the Advanced Ship Maintenance skill Ship must be fully green anchored to replace armor plates Buildable in the smithy Resource Cost: Fiber, Wood, Thatch, and Metal (edited) New Décor New base decorations have been added. Add some plants to your bases with the new wall planter and hanging planter! Unlocked via the Secrets of Building skill in the Construction and Mercantilism skill tree, and constructed in the Smithy under the folder path Structures>>Misc Box Planter Wooden planter box that connects directly to walls Hanging Planter A round planter that hangs of support beams connected to walls Buff Tower Updates Using a unique type of resources as fuel, players can choose a second buff within that category to use Each type of buff will be tied to the resource used when activating the buff tower All unique resource types will grant the generic buff in addition to their unique buff These towers have blueprint variants which increases the effectiveness of the generic buffs given Buff Icons for these buffs are shown when on a ship at the top right hand corner of the screen Industrial Generator Uses generic and unique types of coal Generic Coal will grant ship Damage Reduction buff as normal Sulphur and Peat will grant a buff that increases the reload speed for weapons built on ships Graphite and Anthracite will grant a buff that increases the speed at which you repair ships Nitre and Lignite will grant a buff which allows the AI controlling weapons on your boat to have greater range Army of the Damned Pylon Uses generic and unique types of Hide/Keratinoid Generic hide and keratinoid will grant a ship weapon damage buff Scale, Rhino Horn, Chitin and Shell will grant a buff that increases the impact damage of your ship Wool, leather, fur and carapace will grant a buff that increases the rate of experience gained for your ship Bone, Residue, Pelt, Hair and skin will grant a buff that will reduce the cooldown of feats that impact ship combat(reload overdrive, repair fiend, and rally the troops) Atlantean Spire Uses generic and unique types of crystals Generic crystal will grant a buff to ship speed Amethyst and Herkimer will grant a buff which increases the turning force of your ship Calcite and Quartz will grant a buff which decreases the overall weight of a ship (items and structures carried included) Pearl and Tellurite will grant a buff which decreases the rate at which your boat will sink Bug Fixes: Fixed multiple instances in which character progression was rolled back Fixed instances of circumventing company joining cooldown Fixed a bug where certain modules could not be painted Fixed a bug where cannonballs and mortar shots were not visually exploding Fixed a bug with the ballista inventory Single Player: Fixed instances in which shipyards and armored docks were disappearing Fixed a bug with modular ship sailing physics for smoother visuals while sailing Misc Changed puckle tower firing particles to be less garish Redux performed on Mortar Ship Appearance Redux on multiple resource icons which were duplicate for other resources v527.03 Mortar Ship Updates Mortar shot direct damage has been reduced Sail locations have been moved on the ship so they do not block off parts of the ship anymore Ship points have been reduced from 4 to 3 You can now use medium and small sails instead of large and small sails Bug Fixes Fixed inconsistent spawning of the Ghost Ship Rowing and Torpedo modules are now able to be crafted with the appropriate skills Fixed instances of Islands not respawning resources Fixed instances of tax house not collecting gold Fixed instances in which dropping inventory on armored docks would have unintended effects NPCs will no longer stop manning sails after switching grids while sailing a modular ship Fixed instances in which modular ships were not being protected in armored docks Fixed instances in which Sperm whales were not spawning correctly AOTD will no longer spawn in buildings Single player data deletion Fixed instances where players could not contest claim of boats Fixed instances where Tradewinds were not giving appropriate buffs Fixed instances of incorrect island collisions Fixed instances of NPC crewmembers having unintended effects on ships Fixed instances of crashes when players enter the center maw Misc Ramming Galley and Mortar ships have been removed from the freeport vendor Breeding is no longer allowed in Freeport Areas Minimum number of Ships of the Damned have been increased Ship of the Damned spawn timers have been reduced Company Joining Cooldown has been added Tradewind adjustments to remove instances of crossing islands Known Issues -We are currently working on a fix for the recent character rollback issues, we plan on releasing a fix for this as soon as it is available. We understand how frustrating losing progress is to players and are tackling it at our highest priority. We would like to thank the players for their patience while we deal with this issue. v526.09 (Hotfix) Fixed critical crash when using specifc feats Fixed critcal crash when traveling between grids Fixed instances in which single player data was not being retained when traversing grids Fixed animation issues with new mortars on the mortarship v524.12 (Hotfix) Freeports metal nodes now correctly give stone only, no metal. Freeport thatch and wood should be generic. Metal has been added back to medium sized stone nodes. Critical Bug fix that was causing ships to be immune to damage in some cases Quest Markers on map updated to be more accurate. Ships incorrectly receiving speed boost has been fixed 518.7 Bug Fixes for the following issues: Changing your keybindings causes the game to crash when you log out and log back in. Atlas Map and the one used when respawning are black. Searching Craftables Tab Crashes Game 517.7 (server) Clear unwanted structures on Freeports and GA Freeports and GA Servers are no longer crashing on startup 517.6 (server) Bug Fix: being able to build on Freeports and Golden Age islands. Freeport Structures that are not normally allowed will be destroyed with the update Bug Fix: being unable to spawn in beds V517.5 New Ship: Ramming Galley Cost: 22,000 Gold Weapons: 18 Standard Cannons, 2 forward-facing Large Cannons Special Features: Rowers, Ram Max Level: 60 Sail Points: 4.0 Repair Resource: Patch Kit New Item: Patch Kit The Patch Kit is a new item used for repairing the Ramming Galley. It can be crafted in the Smithy after learning the Shipwright skill in the Seamanship tree. To use, approach a damaged part of the Ramming Galley and use the Repair Hammer. Once the repair is complete, the Patch Kit will be consumed and the repaired component will have 1,000 health restored. Healing: 1,000 Crafting Resources: 100 Fiber, 120 Thatch, 200 Wood New Workstation: Kiln The Kiln is a new workstation used for rapidly creating coal out of wood. Add wood to the Kiln inventory and activate it, and it will burn one into coal every second. Kiln crafting is learned in the Secrets of Building skill in the Construction tree, and can be done at the Smithy. Crafting Resources: 500 Stone, 200 Flint, 25 Metal Winter Event Two new hat skins are available for purchase from the Freeport's cosmetic vendor for a limited time Santa Hat: 200 Gold Top Hat: 200 Gold Seven new items available for crafting at the Smithy for a limited time Christmas Tree: Produces a random gift every 24 hours! Crafting Resources: 250 Wood, 200 Fiber, 250 Thatch Festive Lights: A decoration that can be hung on walls Crafting Resources: 20 Wood, 10 Thatch, 1 Metal Holiday Gift: A festive variant of the Small Storage Box Crafting Resources: 44 Wood, 40 Thatch, 15 Hide Sleigh: A festive variant of the Wooden Chair Crafting Resources: 100 Wood, 100 Thatch, 50 Fiber Snowman: A new friend that can be placed on ships or floors Crafting Resources: 2 Wood, 12 Coal, 1 Carrot, 50 Fiber, 30 Ice Stocking: A decoration that can be hung on walls. Produces one Coal every five minutes Crafting Resources: 40 Fiber, 30 Hide Wreath: A decoration that can be hung on walls Crafting Resources: 20 Fiber, 10 Wood, 20 Thatch Armored Docks Bug Fix: Gold upkeep status now only shown for the owning company Bug Fix: Upkeep timer now correctly updated on the UI Bug Fix: Ships in Armored Docks no longer stay protected after the owner of the Armored Dock or the ship changes Market Market Logs now have paging, allowing all logs to be displayed for each Market Bug Fix: Suspend and Unsuspend Market are now working correctly V516.2 New Structure: Small Armored Dock The Small Armored Dock is suitable for protecting Schooners and Sloops. It can be crafted at a Smithy after learning the Intermediate Shipwright Skill in the Seamanship tree. Health: 20,000,000 Upkeep Cost: 50 Gold every 24 hours Crafting resources required: 700 Alloy 900 Fiber 4,000 Stone 1,000 Thatch 1,250 Wood 10,000 Gold Large Armored Dock Increased health from 300,000 to 30,000,000 Decreased upkeep cost from 500 to 150 Gold every 24 hours Added 50,000 Gold cost for crafting Armored Dock NPCs and Tames on protected ships can no longer be damaged Added a new protected icon that replaces the anchor icon above protected ships Ships can now anchor inside an Armored Dock even if the Dock is placed in deep water Ships must not have received or dealt damage for at least five minutes before receiving protection from an Armored Dock Bug Fix: Armored Docks can now only protect one ship at a time Bug Fix: Ships are no longer protected after an Armored Dock is destroyed Bug Fix: Protected ships will no longer decay. This prevents an issue where protected ships instantly sink when raising their anchor after a long period of time Ships Brigantine price decreased from 25,000 to 18,000 Gold Increased max level of common ships from 42 to 50 NOTE: This change only applies to ships built after the patch Trade Markets Searching now returns a paged list instead of all Markets. This should clear up the performance hit on the server when someone opens a Market Added new resource types for Trading: Rushes (missing from Thatch) Oil Category and variants Salt Category and variants Consumables: Wheat Maize Ale Grog Others Cannon Balls Large Cannon Balls Gunpowder Fire Gel Blasting Powder Organic Paste Fertilizer Bug Fix: Addressed several server issues that led to increased latency Bug Fix: Trade Routes are now correctly calculating distance when the shortest path wraps around the map border Bug Fix: Disconnected Markets are no longer shown as candidates in the Market List Misc Warehouses and Farmhouses can now only be enabled or disabled by players within the same company Restored XP reward to standard Golden Age Army of the Damned Soldiers NOTE: Golden Age Army of the Damned Soldiers in caves still don't reward XP Bug Fix: Treasure will no longer spawn on Sea Forts v515.24 (server) Clearing all Trade Routes further than a distance of 1 (same region) For now all Markets are restricted to same-region trading only Markets will currently only show up to 50 routes. We will increase the range of Trade Routes after more improvements and optimizations v514.3 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size v513.8 New Feature: Markets A new Market structure has been added Markets must be connected to a nearby Warehouse to function The Warehouse must be connected to a Farmhouse for full functionality The Warehouse acts as a repository for trading resources for the Market Trade Routes may be created between Markets Preferences for Resource Trading may be set on the Markets Markets DO NOT currently Trade Markets trading is in testing and bug fixing and will come with a later patch Trading will be automated based on preferences set on the Market A successful trade will generate some amount of Gold Coins Markets have 150k health and are difficult to destroy Crafting a market requires the Advanced Automation skill from the construction tree and may be done at a Smithy Some Trade and Market tuning values are configurable for private servers Sea Forts Updated the terrain of the Sea Fort island Simple cosmetic updates to the look of Sea Fort structures (this art is still a placeholder) Adjusted respawn times for some structures on Sea Forts (walls still respawn quickly) Made some Sea Fort tuning values configurable for private servers Updated data on the map about Sea Forts (owner and tax rate are shown) Now only shown when zoomed in Performance while map is open should be improved Increased Defense Tower's damage resistance Explosion Damage Received: 100% → 70% Explosive Barrel Damage Received: 100% → 10.5% Catapult Boulder Damage Received: 100% → 28% Ballista Damage Received: 100% → 7% Added immunity to melee attacks and liquid flame Modified Tower Wall's damage resistance to match Defense Tower Explosion Damage Received: 31% → 70% Explosive Barrel Damage Received: 31% → 10.5% Increased damage dealt by Defense Towers Explosion Damage: 100 → 250 Direct Damage: 180 → 500 Bug Fix: Sea Forts can no longer be captured on PVE servers Bug Fix: Players will no longer spawn on Sea Forts Misc Bug Fix: The map no longer flickers Bug Fix: Warehouses can no longer be placed on ships Server Config (private servers) New variables for Sea Forts, Markets, and Trading have been exposed for server configuration (add to BaseServerArgs of the JSON file): ; Trade BaseTradeIncomeGoldAmount = 10; Base amount of gold a Trade Route generates per server it travels through, as the crow flies TradeIncomeGoldIntracompanyScalar = 0.5f; Multiplier for trading within the company TradeIncomeGoldAllyScalar = 0.5f; Multiplier for trading with allies TradeMarketCoolDown = 300.0f; Delay between starting a new shipment if one has begun TradeRouteShipmentMaxWeight = 1500.0f; Combined weight of all resources in a trade, shared between both shipments TradeRoutesMaxPerMarket = 5; Max number of trade routes each market may have MaxAllowedTradeShipsOnServer = 5; Max number of -real- ships allowed on a server before they queue up VirtualShipFactorServerMax = 8; used to balance rate of real v virtual ships VirtualShipFactorVirtualDecay = 0.8f; same VirtualShipFactorRealGrowth = 0.5f; same VirtualShipDelayInSeconds = 60.0f; How long it takes a virtual ship to travel through a server ; Control Points ContolPointLandClaimTime = 1500; how many seconds it takes to claim a Sea Fort from neutral ControlMaxClaimTaxRate = 30; Maximum percent out of a hundred that a Sea Fort can tax a ship using it ControlPointCostLimit = 100; Total amount of build points a Sea Fort may have on it for defenses ControlPointAggressionDecayTime = 60; How long a Sea Fort remains aggro at someone who attacked ControlDestroyedDefensiveStructureAutoPlacementDelay = 600; How long it takes for the Sea Fort to start rebuilding ControlPointNeutralStructureAutoPlacementDelay = 120; Delay between each rebuild step v412.5 New Feature: Sea Forts Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System. Sea Forts have automated defenses that will respawn over time when neutral Players have a limited number of build points (100) to spend on a Sea Fort they own Currently only Defense Towers may be built (15 pts each) On PVP Servers, they may be captured and controlled! To capture them, destroy the defenses and plant a flag inside the central tower The flag takes 25 minutes to force an owned Fort return to neutral The flag takes 10 minutes to capture on a neutral Fort Sea Forts in Freeport Servers may not be captured In an upcoming patch, Sea Forts will allow access through a server for Trading You will be able to grant or restrict access to Allies or other Companies Access to a Sea Fort is required for you to have trade routes that travel through a server! Sea Forts may have a Tax Bank built on them The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty Tax Banks will allow companies to tax Trade Routes that use their Fort for access Neutral Forts will have a high tax rate and allow everyone access to a server Map Added the Ship Salesman's Island to the center of each Freeport Grid NOTE: Ships are not yet available for purchase. They will be added in a future update Added Sea Fort Islands to the map. 1-4 exist on every server except the center Ships Increased maximum Ship level from 52 to 60 Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels Overall, this change reduces the total amount of XP required to reach max level Added Gold cost for crafting Ships in a Shipyard Schooner: 50 Gold Brigantine: 250 Gold Galleon: 500 Gold NOTE: These costs will increase when the trade system has been fully implemented Structures Defense Towers may be built at the Smithy May only be placed at Sea Forts Requires Advanced Automation Skill from the Construction Tree Added Fuel Slot to Farmhouse and Warehouse Dedicated slot holds up to 1,000 units of Fuel This slot is separate from the main inventory Burns a unit of fuel at the following intervals: Oil: 350 seconds Coal: 200 seconds Wood: 100 seconds Thatch: 40 seconds Weapons Changed delay before using newly placed land artillery to 10 minutes This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns Bug Fix: Cannons can no longer be fired underwater Misc Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed Known Issues No Sea Forts in D8 Golden Age Sea Forts currently cannot be claimed Map may flicker when zoomed Sea Forts currently have Peace Time which may be removed at a later date Players may spawn on Sea Forts sometimes v410.6 DevKit Update v410.4 Bug Fix: Arrows, Flame Arrows, Zip-Line Anchors, and Crossbow Bolts can now be found in skill tree and crafting menus Bug Fix: Arrows, Flame Arrows, Zip-Line Anchors, and Crossbow Bolts can be crafted and used normally Big Fix: Searching for craftables no longer causes the game to crash Note: Unfortunately due to current limitations, we are not able to bring back previously crafted affected items. We apologize for the inconvenience and thank you for your patience and understanding. v410.2 Combat Shield bash can no longer be used while in the air Bug Fix: Soft Spots Feat now only affects Two-Handed Mace Bug Fix: Brass Knuckles no longer affect shield bash damage Construction Structures can no longer be built on tables Grills, Crop Plots, Water Pipes, Paintings, Flags, and Buoys can no longer be built in Freeports Crafting Cloth Armor and Simple Bed may now also be crafted at the Loom Waterskin may now also be crafted at the Tannery Wood Wall/Floor/Ceiling/Roof, Repair Hammer, and Storage Boxes (including large) may now also be crafted at the Smithy New Skill added to Artillery Tree: Captain of Renown As a master of both crew and artillery, your exploits as a pirate are known far and wide. Recruits seek you out allowing you to craft artillery that comes manned for an extra bit of coin. Requires BOTH Gatling Studies from the Artillery Tree New Crafting Recipes added to the Smithy: Manned Cannon, Manned Large Cannon, and Manned Puckle These recipes cost the same resources as their unmanned variants plus an additional 10 gold coins Crew will spawn at them after 30 seconds and man the station Explosive Barrels Explosive Barrel projectiles that don't explode on impact can be defused Explosive Barrel toss distance increased by 50% Tossed Explosive Barrels no longer stick to players, creatures, or the sides of structures Catapult reload time for Explosive Barrels changed to 2 seconds Bug Fix: Barrels placed or tossed onto ships will now explode when their timer expires Bug Fix: Explosive Barrels shot out of cannons will no longer instantly stick to the water Golden Age Ruins Creatures (Fire Elementals, Rock Elementals, and Cyclops) XP awarded after creature's death instead of per hit Damage dealt to ships increased by 100% Damage dealt to players decreased by 20% Ships Increased the range of Ship Ammunition Container from 30m to 40m Bug Fix: Ships no longer leave behind their frame when destroyed Bug Fix: Ships of the Damned should now behave normally Submarines Bug Fix: Horse cart weapons can no longer be fired from submarine Bug Fix: Grenades can no longer be thrown from Submarines Tames Cows can be ridden by equipping a Tier 2 Saddle Warehouses and Farmhouses Reduced exclusion radius for placing Warehouses from 2km to 800m Increased the weight limit in the Warehouse from 50,000 to 250,000 and increased max inventory items from 40 to 100 Added 'Transfer All,' 'Transfer Half,' and 'Transfer Amount' option to Warehouse and Farmhouse inventory, similar to how stacks may be split in player inventory Warehouses, Farmhouses, and Stone Farmhouses no longer use Wood or Thatch as fuel and instead use Coal/Oil, which last 60/120 seconds per unit Warehouses now transport Wood and Thatch Warehouses no longer transport Oil or Coal (This solution will be iterated on soon) Bug Fix: Warehouses and Farmhouses no longer have crafting inventory section that falsely implies you can craft in them v409.2 Catapult reload time for explosive barrels increased significantly (Reload time may not match animation until next major patch) Fixed bug where NPCs were spawning with Puckles Fixed bug where explosive barrels would drop instantly when thrown while on a ship Temporary Fix: Made explosive barrels get destroyed when thrown onto a ship until we can completely address bugs with intended functionality v409.1 New Skill: Advanced Automation Added Advanced Automation to the Construction Tree Requires Esotery of Building Cost is 12 skill points New Warehouse and Stone Farmhouse added to this skill New Feature: Warehouse New structure type, Warehouse, may be built at the smithy Warehouse is a structure that automatically collects Resources from Farmhouses in range Will not collect Wood/Thatch, which is fuel for Farmhouses Gathers from Farmhouses within 500m Gather Rate is 5% of the Farmhouse inventory every 10 minutes Warehouses may not be placed closer than 2km to another Warehouse Warehouses must be placed within 30m of the shore Warehouse takes thatch or wood as fuel More than one Warehouse can hit the same farm Warehouses have 40 storage slots Warehouse stack size is 10,000 units Max Inventory Weight is 50,000 Warehouse health is 40,000 Warehouses are not taxed *For reference, 1 foundation is 2m Explosive Barrels Instant detonation option removed Setting the detonation timer is now a separate action from lighting the fuse Detonation timer can now be set and viewed in inventory The fuse is automatically lit when a carried barrel is placed! Added defuse option: any player can defuse an explosive barrel Can now be used as ammo in Cannons, Large Cannons, and Catapults Duplication bug fixed Impact Behavior for Barrels Fired out of Cannons Explode instantly on impact with ships, structures, players, or creatures In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Impact Behavior for Tossed Barrels In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Damage Immunity Placed barrels are immune to ranged damage Carried barrels are immune to all damage Destroyed barrels no longer explode unless as part of a chain reaction with another barrel Farmhouses Farmhouses can no longer be placed in water Farmhouse now only transfers a single stack of resources into player's inventory per transfer interaction Increased distance requirement between Farmhouse placement from 120m to 200m Farmhouse harvest rate reduced by 25% overall Harvest Interval increased from 15 seconds to 60 seconds (gathers 1/4 as often) Harvest amount increased (gathers 3x as much) Stone Farmhouse has been moved to Advanced Automation Skill in Construction Tree Updated resource costs of constructing a Stone Farmhouse Changed 360 Metal to 180 Alloy Added 80 Organic Paste as additional cost Reduced the Draw Distance of Farmhouse from 1 kilometer to 400 meters Reduced health of basic Farmhouse from 30k to 20k Miscellaneous Reduced NPC cost on Puckles by 50% Army of the Damned can now be damaged by swivel guns v408.0 Fixed a bug allowing items other than wood and thatch to be added to the Farmhouse inventory, leading to some exploits. Fixed a bug making picking up the Stone Farmhouse right after placing it give you back the wood version instead. Removed XP from crafting mortar and pestle Removed all XP from killing the kraken Using Nature's Touch on a mount that has it will replace any existing Nature's Touch buffs on that mount Player higher level than 82 have been rolled back to level 82 Item duplication exploit with bed travel fixed (including wearing multiple armor sets) Explosive barrel minimum detonation timer changed to 6 seconds v407.2 Farmhouse Added Farmhouse and Stone Farmhouse to the Esotery of Building Skill Requires Smithy to Craft Initial Balance pass on gather speed, radius, cost to build, max weight, fuel cost, etc Army of the Damned Treasure Guards Reduced number of guards spawned per wave to three Modified type of guards spawned Abominable Snowman Encounter Removed XP reward Explosive Barrel Fixed duplication bug Player XP Rollback Any characters over level 80 have been rolled back to level 80 Torpedo Increased damage by 50% v406.13 (server): Adjusted Resources slightly v406.12 (server): Various additional exploit fixes regarding Yeti boss v406.11 (server): Reduced XP from Yeti boss. Fixed various yeti boss exploits. Fixed rotation of misaligned island icons on the map. Fixed I9 server having some lawless settings applied. Balanced resource distribution to ensure all resources can be found on the official server network in multiple places. 07/04 (server): Fixed several foliage and resource issues 07/03 (server): Addressed some resource issues v406.7 New Map Created: Centralized Golden Age islands for a clearer path to completing the compass. Centralized high-density servers to reduce the distance/sail time between conflict areas. Updated mineral foliage on islands so it is no longer tied to plant biomes. Removed most unique discoveries to reduce the grind of getting to the max level cap. Economy Balance Updates: Army of Dead on Golden Age Islands gold drops reduced by 62% Island Claim upkeep costs reduced by about 75% NPC Crew upkeep costs reduced by 84% on land NPC Crew upkeep on sea reduced by about half. Other Changes: Army of Dead Treasure Guards has been made significantly easier for low-quality treasure maps. Updated early game XP curve so you don't immediately level. Moved skill point gains to be more generous in lower levels and level off in later levels. Army of Dead on Golden Age Islands XP rewards reduced by 60% v405.9 NEW Item: Ballista Flame bolt - Sets fire to sails - Can hit a sail with multiple bolts and add multiple fire buffs - Fire can be extinguished by Olfend (or a bucket if you can get one up there) - Fire can be extinguished by fully closing the sail - Fire buff will not stick during rain or snow - Fire bolts can also set fires on other structures, creatures, and the ground (and will damage the mast if hit there instead of the sail) Balance Changes - Decreased oil jar weight - Increased torch damage - Increased flame arrow damage Quality of Life Changes - Added Ship Heading indicator on the map when on captain's wheel - Improved skill tree search UI when using a gamepad - Skill tree: When searching for craftables, you now see ALL results, even if you have not unlocked a craftable. Double-click to go to the skill in the tree - Olfend: added water capacity numbers over droplets icon for extended HUD info, so the rider can see water quantity - Added item descriptions with helpful gameplay-relevant info (the first batch includes 80 items, more to come in future patches) Bug Fixes & Misc - Main menu exit highlight now works on mouseover - Removed marine sublevels from server cook, so players stop bashing their ships into invisible underwater rocks near the shore - Bottom rows on server grid select UI are now properly clickable - Scaled-down seagull slightly when carried (was too big) and removed takeoff particles when tossed from shoulder - Fixed bug where flame arrow flame buff would desync when shot at a moving ship and be visually "left behind" - Fixed bug where oil slick from tossed oil jar would desync when hitting a moving ship and be visually "left behind" - Olfend: fixed issue where if you break out of the drink animation by moving around, the drink "ripple" vfx stays active on its snout - Olfend: tweaked water amounts when adding to or drinking from a water barrel - Olfend: improved trace when rider sprays water, so it can hit fires above it easier (needed to fight those ballista flame bolts - Bird taming improvements, including preventing them from immediately fleeing after bola release when they should attack instead - Fixed bug where in-progress sail canvas repairs do not continue after transitioning - Fixed bug in crop plots where fertilizer amount shows 0 after save/load - Resized large crop plot mesh so it is actually larger than the small crop plot (visual update only, no changes to footprint/collision) - Tutorial UI: fixed button label text not clipping when scrolling - Changed tribe member offline duration string to better fit the UI - Ammo container HUD tooltip displays ammo types only if amount > 0 in the container - Fixed a bug where water barrel was always being placed with 3000 water - Re-added missing Tools folder to Steam PC client (LocalizationManager) - Fix: Ammo container HUD shows text "Press [LeftShift] to switch between ammo types" when looking at an ammo container on a ship after getting on/off a turret v404.8 - Fixed server side crashes - Fixed a crash preventing players from launching Blackwood v404.7 - Fix for puckles being unable to reload puckle ammo from pre-existing ammo containers - Extra damage dealt by AoD treasure guardians reverted (but they kept some of the resistance that was added in the last patch) v404.5 Reduced max player character level cap from 150 to 120. Forced a skill respec for all players past level 120. Offline player character bodies on ships will now stay visible to other players on PvE servers and in freeports. Fixed a bug where offline player characters would fall off ships when transitioning into a freeport grid. Fixed a bug where holding a treasure map on Blackwood would crash the game. Players can now purchase a one time use “Rename Ship Item” from the Cosmetics Vendor for 10k and use it to rename their ship. The Equilibrium buff now properly shows the Stamina Recovery Rate in the Buff Stat Bonuses section of the character screen. Experience points from defeating the Kraken and Snowman have been significantly increased: 40,000 exp for normal mode. 120,000 exp for hard mode. Increased the spawn rate of high tier Ship of the Damned galleons. Increased the damage of certain mount creatures toward players by 30%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Increased the attack range of certain mount creatures by 10%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Changed torpedo crafting cost to 28 metal ingots, 60 gunpowder, 40 blasting powder, and 100 mythos. Torpedos are now fireable by NPCs from the helm/Lieutenant’s Podium (so long as that player has Torpedo Studies unlocked). Reduced the travel time required before torpedo damage becomes active from 3.75 seconds to 2 seconds. Increased grenade damage vs. puckles and swivels by 100%. Increased grenade damage vs. structures by 170%. Reduced max handling sail acceleration stat cap (for newly dropped/crafted sails) to 125%. Fixed certain edge cases where cannon carts could be fired while in water. Kraken, Snowman, and monstrous whale encounters now have a chance to drop items. All loot tables now have a chance to drop an already-crafted version of an item rather than just the blueprint. Removed the following blueprints from possible treasure chest loot: Stone Pick Torch Scissors Tier 2 Saddle Tier 2 Saddle Carriage Tier 2 Cargo Saddle Fishing Rod Fishing Net Stone Pick Stone Hatchet Throwing Knife Added the following blueprints to possible treasure chest loot: Medium Wood Plank Medium Wood Gunport Cannon Medium Wood Deck Removed the following blueprints from possible flotsam loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible flotsam loot: Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible sunken treasure chest loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible sunken treasure chest loot: Medium Wood Deck Large Wood Deck Medium Wood Gunport Large Wood Gunport Cannon Large Cannon Puckle Catapult Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible Ship of the Damned schooner loot: Small Wood Deck Small Wood Plank Ship Ammunition Container Ship Resources Box Food Larder Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned schooner loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned brigantine loot: Small Wood Deck Small Wood Plank Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned brigantine loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned galleon loot: Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned galleon loot: Wood Ceiling v402.6 - Fixed ships capsizing with cargo harnesses equipped to bears/horses - Reworked 'Decreased blackjack chance to knock riders off of horses by 50%' fix as it was causing issues with the bola - Fixed bola not being able to immobilize targets - Reverted 'Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina' as it was causing food and thirst from draining altogether. v402.5 - Emergency ship ladders are now easier to use - Bow and crossbow can now damage Army of the Damned enemies - Added a new inventory sort option to “sort by type” - Improved inventory functionality to prevent items from randomly shifting around when transferring between inventories - When multiple items are sent to the hotbar, their “equip delay” timers will now countdown simultaneously rather than one at a time - Ships that are still being built in a shipyard will now refund resources for demolished parts - Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina - Increased meat and fish stack sizes to 100 - Further reduced the shark aggro radius - Improved compass visuals to make it easier to read - Tiers of Nature’s Cry no longer stack with each other - Human NPCs can now ride in cargo harnesses and carriages - Removed all XP gains from the guillotine and noose - Players can no longer gain additional altitude when using a glider - If an explosive barrel is destroyed while being held, the damage is now always considered to come from the holder (and not a different source) - Decreased grenade damage vs. puckles and swivels by 80% - Decreased grenade damage vs. structures by 66% - Decreased grenade damage vs. players by 50% - Decreased grenade crafting cost by 40% - Decreased sword damage by 20% - Decreased blackjack chance to knock riders off of horses by 50% - Increased two-handed mace damage by 30% - Increased bola immobility duration on players by 10% - Increased puckle and swivel damage vs. players by 100% - Decreased Equilibrium buff attack damage bonus from 20% to 10% - Added a 20% Stamina Recovery Speed bonus to the Equilibrium buff v401.17 - Fixed some server crashes. v401.14 - Fixed maps not loaded on non-home grids for Unofficial Servers. v401.13 - Imprint time now scales inversely (decreases) when the baby maturation rate is above 4x. This means, during bonus rate events, imprint timers will automatically adjust to compensate for the quicker maturation. v401.10 - Disabled Claim Flag height limit on all Official Network. Functionality still works and can be used on Unofficial Servers, a word from our Lead Designer: v401.9 - Disabled Claim Flag height limit on PvE servers (only meant to be active on PvP) v401.5 (Server 401.8) - Islands on the Official Network now have a maximum z-value for how high Claim Flags can be placed, unique to the island. These are based on the highest terrain points, before considering mountains, large rock formations or steep pillars. The in-game HUD will let you know whether your current claim flag is in a valid location. If your claim flag is not in a valid location, when attempting to place a new one you will receive HUD feedback informing you whether a spot is valid or not. Players will have approximately a month (Mid/Late November) to reposition their flag to a new location. We'll provide a more specific date closer to the patch which changes this. When placing the flag at the new spot, it will automatically destroy the old claim flag and transfer the inventory into the new flag. - Unofficials can activate this setting by changing the following config in their game.ini: MaxSettlementFlagZ = 999999 (default, which means FlagZ can be placed at 99999 z height above the per-island specific height). This is an offset value, if you adjust this, it will use the per-island specific max height + the offset. For example, making it 3000 will look for the highest 'legitimate' location on an island, and then add an additional 3000 z to that height to determine the flag's maximum location. The following game.ini config can be used to destroy all invalid claim flags, please be advised that this cannot be reversed once done: bDestroyInvalidSettlementClaimFlags=true - Fixed a bug which prevented Unofficial Servers on Xbox from being able to see the map v400.63 (Server Only) - Online Players (no changes towards offline or NPC Crew) can only contest flags (defending or attacking) when in one of the following states: > When a player is grounded (e.g walking on the ground) > When a player is seated (e.g sitting in a chair) > When a player is riding a creature (This means player states such as climbing ladders/picks, gliding, etc will no longer contest flags) - Contesting flags can only happen when a player is above -300 on the z-axis (basically, above the ocean/sea level) - Code change for client compatibility v400.62 - Voice chat fixes - Fixed a bug that prevented you from being able to modify the radius-checks for Yelling, Whispering, and Talking. - Fixed a bug related to locking on v400.61 - Fixed 2 client side crashes that could occur on server-load or transition v400.60 - Fixed description on song "A Mockatoo Once Told Me" - Dynamic nameplate scaling enabled on ships - Fix for NPC crew members occasionally missing the accordion visually in their hands v400.59 - Fixed forge giving graphite instead of base coal - Fixed typo in Pistol Steady Aim skill. - Very tall character's head is no longer cut off in the inventory view - NPC Crew Accordion: npc's can equip accordion and play songs("loaded" on accordion or first in inventory) using multi-use option "Play Song" song is consumed after start, buffs will be applied after first loop of song is completed song will loop until "Stop Song" option is selected from multi-use v400.58 - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox v400.57 - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled Revolver reload mini-game - Fix: When you use the map camera while piloting ship, the compass won't hide from the view - Added missing Forest dye craftable to grill - Changed salted fish stack size from 30 to 50 - Moved pipe engram into pipes folder - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) v400.56 - Fixed a bug which causes your map to be black with HDR enabled on Xbox v400.54 - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Improved Army of the Damned animation on Xbox One and Xbox One S - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Fix to destroy sunken ships when last structure is removed - Added HUD callout on handheld map to re-center on players - Fixed a server-side crash for Modded Servers which have modified their loot tables v400.51 - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash v400.50 - Reduced non-offensive structure crafting times from 5s to 1s - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. Notes on the harpoon change: we feel that harpoons have become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. v400.45 - Setup loot table overrides for DevKit (Devkit patch incoming) - Fixed a server-side crash - Disabled 2x Bonus Event on Officials - Updated Gamepad controls screen to reflect new gunport and anchor controls - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) v400.24 (server only) - Enabled Bonus Rates on the Official Network for 2x Gold, Harvesting, and Taming - Fixed a server-side crash v400.41 - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - [GAMEPAD SPECIFIC] On the captain's wheel, X shall toggle gunports (no longer RB) - [GAMEPAD SPECIFIC] On the captain's wheel, if RB or LB are held, X shall not toggle gunports (should activate the hotbar/feat entry instead) - [GAMEPAD SPECIFIC] On the captain's wheel, add Lower/Raise anchor to VIEW action wheel, so that captains can use anchor v400.38 (v400.37 on Xbox) - Fixed a spelling error on the Plunder Skill description - The cursor is now kept in place when navigating full folders - Fixed craftables not showing in folders in the hand-craftable view of the UI - R3 will now swap inventories in the UI when looking at two inventories (ie: a storage box) to switch to the first item in the other inventory - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Increased Net Fishing speed threshold by 25% - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Players are able to fast travel to and from a ship that the host is not standing on in non-dedi (so long as the fast-travel destination is within tether-range) - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Enemy pirate ships now display a sink percentage - Prevented enemy pirate NPC's from fleeing - Wild elephants now have 3x resistance - Stone Wild Pirate Camp doors are now wooden - HDR mode for Xbox One X now enabled (looking at PC implementation soon) - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes v400.22 - Implemented a fix to resolve islands where foliage cannot be harvested v400.20 - Enabled Crossplay v315.7 - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Unversioned patch: BattlEye Crash Fix v315.5 - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Fixed broken IBLs which caused some trees to emit a light source - Unversioned patch: BattlEye Crash Fix v315.4 - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle after Xbox crossplay launch - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Fixed the description of skills (target soft spots and target weaknesses) from two handed pike to mac - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 v315.22 - Additional Anti Cheat update v315.21 - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Ship changes: Galleon: Extra Weight per level increased to 600 Extra Crew per level increased to 2 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater v315.193 - Updated Anti Cheat - Red Target Cursor will always display in SP and Non Dedicated mode v315.191 - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list v315.19 - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear v315.18 - Prevented grenades from being thrown when a glider is equipped - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Added 'temperate' biome tag to Crow, so they can be bred in Temperate regions - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons v315.16 - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system v315.15 - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them v315.14 - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. v315.12 - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging v315.11 Main Additions/Content Xbox Crossplay now supported (coming to Xbox on the 8th of October: https://www.playatlas.com/index.php?/atlas-news/news/captain’s-log-37-atlas-arrives-on-xbox-with-steam-pc-crossplay-r213/) - New world map with improved biome layout (and a new biome type) - Over 70 new core island templates, and many polish improvements to existing islands - Over 20 new cosmetics and sail cosmetics - Improved client and server performance - Full Gamepad support - "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! - New Multi-shot Hydra Pistol - Cats (with hats!) Bug Fixes - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab Misc - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Reduced level up gains and buffs for intelligence by 50% - Changed meat stack size to 50 for all meats - Made submarine consume mythos as fuel (but consumes 2.5x slower) - Shrunk a text box that was covering half of the Voyage of Power button - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Tweaked ocean trace so that it doesn't create floating ocean shops - Modified a couple of snap points for the ladders on the brig to be climbable Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance.
  3. As post says, my personal feelings, and I could be wrong as a whole here but most people ive spoken with agree, the current meta of stacking high damage % BP heavy cannons on a ship mainly front and back is killing the fun in the naval fights for me, when I saw ATLAS I hope for some real naval broadside to broadside action, people committing to fights and may the best man win style, but what we have ended up with seems to be completely different. Most people are stacking heavys front and back (sometimes side too) the idea being rear heavys allow you perfect ability to fight but also disengage at will, and front heavys great for chasing down and breaking sails, as good as that setup is what im finding is this, you engage for a battle, both ships are the same setup, what then happens is both ships spend 45mins sailing towards eachother then turning to allow the large amount of rear cannons to fire and never actually getting anywhere, or 1 ship wants to engage and the other will just kite forever with the rear battery. I personally would like to see heavy cannons removed from boats, or restricted to galleon size only, or at very least a much bigger penalty for having them mounted on a smaller ship, much higher weight when mounted on a ship increasing the smaller the ship is would work good. How does everyone else feel about the current meta for naval battles?
  4. Yes, I know, "gold is heavy". Like many people in the modern age, I don't have any real world experience with carrying around gold coins. But the extreme weight of gold coins (one thousand coins weigh 400 pounds??) made me start to wonder... Were gold coins really this heavy? So I looked them up. The British sovereign weighed around 8 grams. One thousand sovereigns would weigh approximately 17.6 pounds. The Spanish doubloon weighed around 7 grams. One thousand doubloons would weigh about 15.4 pounds. The only conclusion I can make from this is that the gold coins we're digging up and trading in game are actually the size of dinner plates. We're dealing in giant gold, people. This is why the colossi are so angry, all of the time. We took their gold.
  5. 9 hours of open time per day for PvP might be fine for a PvP heavy group, but for people who want a lighter PvP you should allow PvP light - 2-3 hours a day or 20 hours a week or something. 9 hours a day is basically a job if you're not in a big enough company. Also, ship skills should really be redone with this update. Basically, nearly everyone goes all weight all the time, maybe raiders get a bed boat at the most. Skills really need an overhaul for that. Weight should be doubled, since weight is still the same numbers from when hulls were 1/2 weight. Accommodations and crew should be combined. It's very rare to see people running with + crew and unless you make a bed boat, you don't need that many beds. Sturdiness should give a % resistance to damage per level, making ships tankier. Add a speed state that increase speed flat. Now people can run pure weight cargo ships or war ships, but pure sturdiness warships will outlast them, in turn they'd be outrun by pure speed ships. I'd make the meta have more then all weight all the time on 90+% of ships. Do you want your ship to have 200~% damage reduction? 1 point in speed means you can run away, where 2 means you can run down someone with 1, etc. Would make balanced-er builds show up, make an all cargo ship with escorts or a cargo warship with tons of guns and all dmg reduction? Etc
  6. the shoulder pads glitch on your screen when taking the repair hammer out. the problem^ Just an example of how it works correctly I am using it on a cloth shirt, don't think that matters. Happens every time you take the hammer out. Edit: Also glitching out a bit with the spy glass, this one looks like knee pads. Edit #2: Found another one
  7. Looking 1 blueprint of 180+% Heavy cannons, With atleast 13 Runs, Will pay well. Msg me on the forums or add my discord Regoren#5862
  8. Dollie

    heavy.jpg

    From the album: Official Media

  9. This post is about the issues some people have when trying to tame a Shieldhorn and the Razortooth. In order to tame the Shieldhorn or the Razortooth you must have the correct Power Stone for the region you are in, without the stone you will get the text "Too heavy to entrap!" when you try to bola it. I hope this information has helped you solve your problems :) To obtain power stones, you must first travel to one of the power stone islands and defeat the boss of the island (a Hydra or Drake). Players in proximity of the kill will receive an Artifact Key in their inventory with a 2 hour spoil timer. You then need to locate the entrance to the Artifact Chamber and find the Artifact Altar. Press interact (default e) on the altar will give you the power stone which you can then find on your Compass. The last Power Stone you get when you fight the Ghost Ship Power Stone 1 - Purple - 014 Power Stone 2 - Blue - C6 Power Stone 3 - Turquoise - D12 Power Stone 4 - Green - F8 Power Stone 5 - Yellow - G3 Power Stone 6 - Orange - H6 Power Stone 7 - Red - M12 ^ Power Stone 8 - White - O7 | Power Stone 9 - Cyan - Ghost Ship Boss [Sails around the map, locations in the Text link above] |
  10. Seven Seas Roleplay [Heavy Text Roleplay] Find info on our Discord using the following invite code: bZexd5 Build. Defend. Rule. Explore the Lost Isles of Arcana along the Black Coast in an RP server that features the great depth of detailed custom made lore as the world of Atlas becomes enshrouded in a dark era where the surrounding kingdoms are engaged in an arms race over the precious ominous resource known as Shards of Mythos, which were fragments of the Patron God of the technologically advanced lost kingdom of Arcana, Mythos. However, a corrupt kingdom of tyrants has forged a heinous pact with the reawakened Demon King Devos and his unholy horde known as the Army of The Damned and reborn legion of mythical demons ravage the land. Who will you be in a world filled with scholars, templars, merchants, soldiers, nobles, priests, and pirates? What world would you help build in an RP server where your decisions impact the storyline and the welfare of the different kingdoms?
  11. Seems a shame that the animals on the Golden age isle cannot be tamed but arent alphas, we tried getting a high level bull but it said that the weight was too heavy once we got its HP down and tried to bola it. The shame is, we killed and kited several high level wolves that took a ton to kill, built a small pen and killed all the army of the damned that spawned our way. It was a challenge. So if we wanted to go to the Golden age isle with any animals they will only ever be maximum lvl 70 against lvl 70-120+ non alphas. I understand that some things should be unnameable like yetis and leatherwings but simple farming animals at the higher level shouldn't matter if your willing to make the risk for the reward.
  12. NA Pve server some malicious personnel use the load to crush other people's ships seriously affect the game experience. Hope that the moderator will pay attention to fixing this error! The problem is serious!
  13. Whenever I open the map with the M key. my FPS drops below 5. It does not occur when I die and the map opens. only happens when I open it by pressing M or using a treasure map
  14. Roleplay It Out is a community dedicated to providing high-quality gameplay and immersive experiences. Welcoming both new and veteran roleplayers. It is important to us that everyone is treated with respect. Our goal is to cultivate a friendly environment that people from all backgrounds can come together to roleplay and enjoy the experience. Come join our growing community and become a part of the family as we gear up for Atlas! Website: https://roleplayitout.com Forum: https://roleplayitout.com/forum Discord: https://discord.gg/353znEn Join our discord if you have any questions about the community or server. We'll be happy to answer any questions you may have. • 4 Servers based in Los Angeles (will be expanded on as needed) • Custom Map • Custom Rates • Roleplay PvP • Mods Q: Is the server currently available? A: It is pre-ordered and will open up once configured. Q: Do I need to be a member of the community to play on the server? A: Yes. All of our servers are whitelisted. Your steamID must match the IDs permitted to join. Q: How do I join? A: First you need to head over to https://roleplayitout.com/rules to familiarize yourself with the rules. After that, you can create an account on our forums and click the Apply button. Follow the steps carefully. Your application will be reviewed within 24 hours. Q: I'm new to RP, is this a suitable community for me to join? A: Absolutely! We welcome everyone regardless of their roleplay experience. All we ask is that you keep an open mind, accept input from other members, and follow the rules. Q: I've had a bad experience on other roleplay servers. How is this community different? A: I think we've all been there at some point. Those experiences can range from bad RP all the way to staff abuse. Roleplay It Out was founded on the principle that everyone will be treated equally and with respect. The server will have a lot of customized elements, including the rates, map, and mods. This is our first step towards providing a more immersive experience. The configuration will be based on our experience hosting other game servers, promoting more roleplay, and increasing server longevity. We believe that progression should be earned. After all, this is roleplay. Rates The rates will be played around with to find that perfect balance. Most likely they will be lower than vanilla. The reason for this is to increase cooperation between players. Lower rates mean more trade, more piracy, more navy and more of a reason to interact with other members of the community. Map The map will have a layout that balances between freeports, lawless open water, potential territories for factions, naval presence, and trade routes. We want to ensure that no matter what role you're playing, you're not at an advantage or disadvantage. Mods We will most likely be adding mods when the support is available and on an as-needed basis. The goal with mods is to make sure all the essentials to roleplay are there. We'll never do anything crazy. We want it to fit within the Atlas universe and pirate theme. The Navy (we'll come up with a clever name later) will be a whitelisted role that any member of the community may apply for. Members of the Navy will be given the authority to patrol and enforce laws. There must be a balance between trade, piracy, and those who enforce the law. This will provide a risk vs reward to those wishing to be pirates. Those in the Navy must adhere to strict guidelines regarding what they can and cannot do. Thank you for taking the time to read a little bit about our community and server. If you think this is a good fit for you, we would be happy to have you. So stop on by and join in on the fun. We look forward to roleplaying with you! - The Roleplay It Out Team
  15. Ok so heres a Few weapon, Bombs , Ranged Weapons, armor and a special weapons! one handed: Dager: Holds two of them while they do low damage they have a Very fast attack speed and with a Few moves you can do a Bleed effect, once you do a special move they will have a very strong bleed effect! Boarding Axe (tier 3): able to disarm shields, go through some armor, able to break through wooden buildings somewhat easily, and is stronger then the Cutlass but much slower to uses. with a Special move you are able to lowers someone/things damage resistance for the cost of stamina. needs alloyed! Two handed! Pike: Able to do special move that's like a Charge attack , kinda like a Bayonet! Long Sword: (tier 2) while not as strong as a Mace it can do quit a Punch! able to due a Smiler move with the Cutlass but its larger and dose a Bit more damage, its lower to uses but it strong! Mace: needs alloyed! Archery: Longbow: Basically a compowen bow from ark but with a very nice Look of wood and metal, takes longer to charge but does more damage and has a Slight Armor Penetration! Harpoon Gun: (update) has a Natural Bayonet able to melee attacks , can uses on land but not as good as in the water! Guns: Harmonica Rifle: A rifle with 5 shots, Very Slow reload , ok damage but ever good for battle. until you have to reload! Blunderbuss Canister Shot Shot: like how the Swivel Cannon has this ammo! the Blunderbuss can have its own version but its weaker! its longer to reload but does very Nice damage! Bombs! Fire Bomb! like Greek fire but in a Jar and it can Rekt stuff up! Stink bomb: able to disorientate enemies, tames and NPCs to have blurry vision, loses stamina and Food! and slowly drains Health! Brawling Cat claws: these sharp claws are weapons are GREAT! for tearing flesh and can hit Fast with them! can do a Special move to attack with a Very deadly Slashes that cause Bleed! Gauntlets: these things Hit like a Turtle shell being flung at you by a Catulpte. needing alloyed to make, the gauntlets are the heavy weapon for Brawlers and if you do a Special move! you Knock down a lot of their resistance. Special weapons: Whips: acts the same as they do in ark! Cat of Nine tails: A super wipe that does more damage can can even cause bleed. Armor! (this may be controversial) Metal amor: made with raw metals , Hide and Keratinoid. this is much different (you will see why and may not like) this armor looks like Musketeer armor or spanish conquistador armor but the metal looks kinda rusty in a way since its raw metal (armor is 45 each) Plated armor (y'all may kill me for this) change the recipe to aloyed , Hide , Oil , Keratinoid and Fiber! but the armor value changed form 45 per part, to 75 per part! Desert Cloth: looks like a Nice leather plated armor with Silky parts with a Turban on the face to protect you from the heat same value as Fur but keeps you cool rather then warm! (needs, Hide , plant fiber , oil and Organic paste) Spells! (yeah we going into the crazy zone!) mythos doesn't really have many uses so this is what it can be used for! found in a New perk tree! "Art of Magic" and this skill is Costly (these spells can only be used with special Gloves with bracelet , and a few rings, these aren't a early game thing, they are a Mid tier game,) for basic spells you need a Special powder made from "bones , stones , crystals ,oil and gems!" but the very strong spells need mythos! the magic powder takes more but you can change it to mythos to have stronger base attacks and able to do special moves! Wind spell: (Color Grey): can uses wind to blast to knock back a bit but damage them with winds that pick up dust , sand etc! Base: small wind blast that can knock people back a bit Base 2: Longer blast of wind hits you! heavy: Able to blast stuff back around you and dose damage in a AOE attack Special Spell that makes a Tornado that does more damage and can damage buildings! Water spell: (color: dark blue): water dose damage to people and lowers armor values a bit!, moves! Base: A water blast a basic blast of water! Base 2: a wave of water appears to damage and knock people back, AOE move that allows you or anyone in the circle to breath underwater and have water animals attack you less! Special move: able to summon a Large amount of rain that damages people and floods boats slowly! earth spell: able to Control earth! Base: Able to fire Summon rocks from the ground in a Shotgun Blast! base 2: able to summon vines from the ground to damage people: Heavy: Able to heal people or yourself (depends on Medicine skill) Special: able to make a Earthquake near you that slowly damages foundations and people Lighting spell: (color purple) able to shoot LIGHTING from your hands! (cost more) (need Wind spell) Base: a Lighting blast! (can't stun) base 2: a Shotgun Blast of lighting (doses less damage but good for bigger targets) heavy: able to do a AOE were if anything gets close it will get zapped special move: Able to Summon lighting from the Sky that doses Heavy damage (can stun but has a cooldown) cost ALOT! Ice spell:(color Light Blue) able to control the polar wind to your will! (cost more)(need Water spell) base: able to Fire a Ice Ball that slows targets down and damages them! base 2: Able to fire a Ice shard that goes through targets Heavy: a large Blast of Cold Wind that slows and damages enemies! Special: able to fire a Ice tornado that slowly freezes enemies into place and doses damage! Fire spell: Able to fire well FIRE! (cost more)(need earth) Base: Shoot a blast of fire! Base 2: able to blast fire like a Dragon! Heavy: A Shotgun blast of fire balls that does lower damage but the fire does a TON! special: able to fire a piece of Magma that blows up like a bomb and sets enemies on fire!
  16. To be honest, there is a problem with the cannons. Everywhere ship I see is loaded with large cannons, and few if any small cannons. That is a problem. It needs balancing. Games seem to have a problem with balance these days. I remember one of my first space sims. I remember how there were three types of ships...light, medium, and heavy. The heavy ships were sluggish to fly, but they had big heavy guns that while slow firing, packed a very powerful punch. The light ships had very fast firing guns, but they were pretty weak. The medium ships were somewhere in between. They were well balanced. You could be successful in all three. In the light ship, you had to avoid being hit, and seek to hit the other ships as much as possible. The heavy ships, you couldn't really avoid being hit, but you instead worried about getting on target as fast as possible, and making your shots count, before your shields took too much damage. The medium ships were similar to both, and how you flew them depended on which type of ship you were up against. If against the light ships, you adopted the tactics of the heavy ship, and if against the heavy ship, you adopted the tactics of the light ship. In this game, the advantages are all on the side of the heavy cannon, except for swiveling, but that seems not to be a deterrent at all. The votes are in...the Heavy is the Meta. Not surprising at all when the only advantage is the swiveling. It has less damage, less range, and no apparent advantage in reload time. The weight difference isn't enough to make up for the lack of damage. Something has to change. Had to change.
  17. This is mostly Google Translate essay: Dear ATLAS developers and players, I care about this game because the basics and the climate you have created is incomparable to any other production. However, I must express my opinion on why this game will not be a success on the gaming market. Or rather it will slowly die. The game has classified itself to the genre of survival / sandbox / exploration / PvP - this is the basic assumption. Based on these basic assumptions of the game, you can put the most important game downs. Survival: - Vitamins are only a hindrance and annoy the players - they need a modification. Sometimes the player simply decides to die than spend extra minutes picking up supplies. There was no such thing in ARK. We got a food recipe for it, which we could create according to our preferences. There is no such thing here. - Drinking water is also an annoying difficulty. In hot climates there are not enough places to dig this water. There is no rain if we would like to collect this water. In the ark we could create an irrigation system without any problems (and it was a pleasure in itself) - In cold climates, the hunger rate drops even more and it is even harder to keep vitamins at a decent level. - Putting armor of different types carries too many penalties and leaves no free choice. We can wear heavy armor (the best in the game) only in moderate climates. - You should be more focused on the fantasy atmosphere. Wolves, lions and snakes are not too demanding opponents. The game in real climates is not very interesting. Why not add creatures from fantasy to the world of ATLAS? Something that created an actual threat, and perhaps a challenge for the player? - Taming and breeding is as annoying as boring. This is certainly not as much fun as in ARK. Seriously think about the whole revorkiem. - You created the game in the assumption of exploration and hence these annoying factors. Here we have to sail a boat, sometimes over an hour, for example, want to tame an animal that is not in the mood of our island Or, for example, if we would like to do an item from the blueprint we found, we need to visit even three different climates! - Solo play is not possible. sandbox: - There are no structures with an angle of 45 degrees - We waste a lot of time on the ship's float. It's nice, but after a while it makes us realize that this game is dead. - This is just my suggestion, but I think that there is too little land and too much ocean. Solid continents would be useful instead of islands. - There are few cons or many, but it is not important. The basics of the game are very good for this genre and it's not something extra to come up with. - Solo play is not possible. Exploration: - The game forces us to explore. Nothing else needs to be added in this sentence. The assumption is wrong at the very basics. Change your thinking to reward exploration - Exploration is boring. There is nothing to discover. There are no surprises, repetitive content. - Solo play is not possible. PvP: - PvP is very interesting. Fuck, he's awesome. Only that it does not bring any benefits beyond pleasure. The balance of benefits and effort is lacking. - To create an interesting situation for PvP, too much effort is required. We need a ship with cannons, weapons, 2-3 players. not just any ship, at least Schooner. It's not that the ship's farm is tiring, but building the ship itself takes too much time. - To assemble equipment for a good PvP, we need a few players where everyone specializes in something else. For PvP, we need a firearm, a ship, cannons, a grappling hook, maybe some animal with a trailer. For this we need at least 5 players in the game at the same time. Specializing in other fields - Solo play is not possible. Graphics: - We hear the sound of the night / day and suddenly the light goes out / lights up. It's unnatural. - Shadows move unnaturally with the camera. - Waves on the sea, if they are interesting, after some time they are boring. Storms are boring and undemanding. Rework! - Why is this mist at sea? - Gamma is totally unmatched. In winter climates, snow winks. The / gamma X command does not help at all. You must use this command non-stop to be able to play. I feel sorry for players who do not know this command. - Ships "ship of the damned" look like big motor boats, not like ships of the undead. Bugia: - Under the influence of waves at sea, the player is often under the last deck of the ship and it is impossible to get out without destroying the ship's side. - The guardians of the chest are hiding under the ground, despite being in a fight with the player. I added a point that solo play is impossible. I play 5 players in the team. It's impossible to believe it or not - it kills the game more than any of the minuses I mentioned. I have even more suggestions that I think 100% of the players think is right, but I have mentioned the most important ones that should be resolved by ASAP.
  18. 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.
  19. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  20. @Sheepshooter Speed was more important than weight, generally, in PvP in my experience also.. Several reasons 1. When you enter a grid the entire grid gets an announcement that you've entered and since red often equals dead best if you can move swift 2. A fast, sleek ship is easier to engage and disengage with, as shooter stated 3. When your sailing, and take damage, its easier to repair. Less sorting, and more room for planks, repair mats etc., cleaner LoS for swivels on deck etc.. Heavy ships were used for covering land attacks and they were heavy from all the cannons and ammunition. They were used for knocking out cannon towers and land based defensive structures primarily. The exception was the occasional BP supership with 200%+ planks, but even then, they often ran with sleek schooners carrying barshot and greek fire. The schooner kills your sails, then once out of range, members who fast traveled to the schooner, would be geared up and swimming over to board your ship. Finally the BPed Heavy would come lumbering in to sink ya.. Specifically regarding modular ships, they still need the ability to be significantly customizable or the library of modules should atleast be vast. Pirate ships should reflect the pirates aboard... 1. Some were pretty and clean, masquerading as merchants 2.. Others were ugly guerilla ships, modified heavily, with cannon ports hand sawed into place. They instilled fear and sometimes won without fighting. They hid in the vastness of the ocean.. 3. Scan YouTube and look up a modern Somali pirate ship and work backwards to the Caribbean... some of these ships masqueraded as fishing ships during the day then simply conducted boarding attacks at night or with the small, possibily desperate, army of locals below deck. 4. Other pirate ships, especially privateers, were like the ones @George Catcher depicts. What one nation calls a terrorist another may call a freedom fighter, things were no different back then. One side called their crews sailors, soldiers and privateers the other side called the same humans pirates, invaders, infidels, etc.. 5. Finally we have the rogue hybrid. Those who mutineed and became outlaws. Those ships which were stolen or captured, etc.. The small time hoodlum who scored big and the veteran seamen who grinded taking calculated risks.. These ships would also be covered by Georges illustration.. Obviously this is a video game, not a historical reenactment, but as a general principle for development, the less Meta the better.
  21. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  22. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  23. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  24. Though I dropped the game, I still keep coming back to the site and see if game changed enough so I could give it another try. I still keep really warm memories of game starting journey when we were in the search of our home, when we found place in tundra, how we first settled, freezing to death etc. Anyway. What I’ve been thinking recently. Right now, the ship system in a game in totally wrong state. Just 2,5 playable ships, with free design, with all those impossible louvers, shotguns etc. What ship system would be perfect for me? No more free building on ships. Let it be just way more ships instead. Let there be whole 6 classes of ships, and Player need special skills to sail each class. 6 class will be: Tartan Barkas Week, small, good for local journeys. 5 class: Barque Sloop Lugger Good for scouting missions and fast delivery of small valuable cargoes, 4 class: Schooner Barquentine Brigantine Brig Snow Fluyt Great for trading and fast travel and local small battles. Cheap enough to solo and small company players. 3 class: Caravel Pinnace Carrack Galleon Corvette Xebec Polacca Here are the fastest and the biggest trading and cargo ships here. Nice firepower also. 2 class: Navio East Indiaman Heavy Galleon Frigate Heavy Frigate For most dangerous sea battles with strong and powerful enemies 1 class: Warship Linen Ship Perfect sailing fortress, great firepower. Perfect for dangerous battles in the squadron or siege heavy ground fortresses. So 24 type of ships in total. Of course there must be some individuality and customization put in the ships, but I see it the different way than it is now. We build ship skeleton as it is now. We put planks or gunports there. There are also top deck gunports like this. WE CAN PUT GUNS JUST IN GUNPORTS and few swivels to top deck. And NO MORE FREE BUILDING like louvers, tower, celling armor etc. There are BLOCK we also build (like we build planks, decks etc.) and put inside of ship. There are a lot different type of blocks. Cargo block – so we put there all cargo we got. Captain block – so we have bed, treasure chest in our ship. Crew block with beds so we can hire crew (without one they just nowere to sleep). Supply block with cocking place, fresh water, some boxes for food, some repairment boxes etc. Anything you need to survive during journey. Ammunition block with bullets, cannonballs etc. For example Ice block so we could catch some rare fish and meat and carry it for sale. Guests block so we carry VIP NPCs and another players. Workshop so we could put smithy, mortar and prestige there. And some more – there are a lot of ideas any1 can come up with. Each ship have limited block spaces. Gunports also take some place and only we decide will it be trading ship with huge cargo space inside, and no crew. Or heavy war machine for battles. And of course each block have it’s own unique look. Crew block – like square room with 4 beds etc. You have to maintain them. There are a lot ways for different block/gunport/guns cosmetic (so we will have a lot of ways to earn them). And finally. We build our ship. Paint it. Put any cosmetic we want. Then we save the design and store it in some papers. And after long dangerous journey we back in to port, put ship in to repairment dock, put there our design, got all resources and paint we need and repair it (with hammer ourselves or one click but then repairment would take some time). That’s the ship system I personally would love to see in my perfect sailing game.
  25. First and for most..nice Attempt... but needs a lot of work... despite all your NPC crew options they still shoot at everything that floats with in range of your ship wasting tones of ammo. (Before you say anything yes I have tried all the options, passive, aggressive, ships only ect ect ect ect ect) Also they DO NOT REPAIR while idle. I had three crew on my ship not assigned to any station two where on wander and one was not and I took heavy damage and the did nothing to aid repairs and I lost the ship. Thirdly.. NOT EVERYTHING NEEDS TO BE A DAM MINI GAME!!. I get having a little mini game to speed up loading your black powders firearms but one to bail water out of your ship or just to scoop it out of the ocean????? like come on!! really... UNNECESSARY TO END DEGREE!! Fourth.. cyclone storms don't have to be chasing you all over the map when they happen.. 5th.. the radius of how close a mine can be to another industry building is a bit ridiculous. Lastly if a player losses their ship it should have a inventor bag or chest that players will have a 20 min chance to recover.. Thank you. I hope you (the developers) take these things and change them I think it would make the game that much better for everyone.
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