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About Me

Found 14,986 results

  1. My company has been sitting for an hour trying to get into the PVE game and we all are getting the same message. “Could not retrieve address”. Been playing for a few seasons and even got the new console but the fact I’m still getting errors like this is irritating.
  2. Being new to this game — unlike many other players who have been here for several seasons — I would like to share my impressions of the neophyte, so to speak. Many years of experience in another MMO — eve-online — constantly encourages comparisons of these two games, especially since they have a lot in common: separate systems in eve-online — sectors in Atlas, stations and messengers with timers — islands with timers, naval battles on ships — space battles on ships. But the obvious advantage of Atlas is that, firstly, it is much more attractive in the graphical part - that is, the player is constantly surrounded by a picturesque environment, unlike eve—online, where for hours you see only a black screen with a dot in the middle and a set of tables around it, and secondly, the variety of gaming experience — if in eve all your interaction with the game world takes place through a ship that you also practically do not see, then Atlas provides much more opportunities: you can act on your own, you can ride an animal and move/fight on it, and finally you travel and fight on a ship. In addition, you move on land, on water, underwater, in the air, on rocks. And your ship is not just a hull that you contemplate only from the outside — it is a collection of structures, modules, guns, sailors that you yourself assembled and placed, and each of which has a real function, not a decorative element. These are absolutely excellent experiences. Now about what I would like "like in eve". According to my impressions, about 90% of beginners quit the game before even reaching the stage of "built a ship and shot Ships of Damned", not to mention a full-fledged naval battle. A person starts the game, builds a base on the island closest to freeport, collects resources for a couple of days, builds a ship. Then he enters the game — the base is destroyed, there are no resources, the ship is destroyed. Does it all over again, mb in a different place. Everything repeats itself. After a couple of such attempts, people no longer enter the game, and the islands are filled with buildings with a timer on which there are some days left before removal. Atlas is a pirate game, yes, and it's tough. But how many players could have stayed in it and made the sector locale a little more lively if they had had more opportunities to develop somehow and feel more interested in the game at the first steps. Another comparison is how much time a new player needs, who is in the game for the first time, to participate in a naval battle with other players, and not as a helpless victim, but as a full—fledged participant. In eve, we can talk about a week, sometimes even a few days are enough to take part in a full-fledged battle on the simplest ship, and dozens of people can participate. In Atlas, according to my impressions, in order to get to what can be called a full-fledged battle, it takes months. On the one hand, this is the result of the fact that the game cannot boast of a large online. And most of those who are online are experienced players who have been playing it for several seasons, they go to sea on RG of mythical quality. What awaits the player who has assembled the first schooner when meeting with such an opponent? The answer is obvious. At the same time, the advantage of a player who has spent months on his high-class ship is so great that novice players on ships of ordinary quality will not be able to defeat him in two or three or even four. And it seems to me that this is another disadvantage of the game: that is, at first the player is encouraged to quit the game by regular raids when they destroy everything that he has collected and built while he sleeps / at work. Then, if he somehow managed to create a base and started trying to reach the battles, he understands that these battles can take place only after months of searching for high—level BP and resources for them. And it will not work to resist even one player with a high—quality ship, even if you gather several friends in the company — although in eve this is one of the strongest sides of pvp: you can bring the most expensive ship with the most expensive modules into battle - and lose it against newcomers if they are 2-3 and they will do everything right and you're going to make a mistake about something. A high-level ship in Atlas, which has many times more damage than the usual one and is many times less damaged than the usual one, which guarantees victory. That is, the only way to defeat the old pirate is to assemble a ship like his. That is, there is no such important moment "now I will gather friends and let us have ordinary and cheap ships, but because we are more we will destroy your dear ship" — which also does not contribute to the arrival of new players, as it seems to me. Perhaps if the bonuses of modules and high—level ships did not surpass ordinary ships so dramatically, this would lead to greater popularity and frequency of naval battles when novice players would assemble small fleets to resist those who can now sink any of their ships with impunity. In addition, greater involvement of novice players in the game would provoke more of their collisions with each other on ships of equal, entry-level, which would greatly diversify the gaming experience. Another point that surprises me is the complete impunity of those who use cheats, duplicate ships. My familiar players lost an island that was attacked by 12 galleons of mythical quality with torpedoes, and when the ship ran out of ammunition during the attack, the attackers simply destroyed it and transferred to a new one with full ammunition. Of course, such brazen and obvious cheating that does not meet any opposition from the developers is very disappointing — because there is no way to resist such attacks. Despite this, I think Atlas is a great game and I'm looking forward to release! Btw -- im looking for ppl to play together
  3. I'm having the same problem. The odd thing is it works if I run standalone but when I run the same save non-dedicated it does not work.
  4. -Armored docks need to be removed from the game: Whats the point of a pirate game if u cant even destroy ur opponents ships when raiding?! People just put all their loot into their ship and gold into the armored dock, and their stuff is safe. That's dumb. There is no point in raiding if u cant get people's loot. Remove them or massively reduce their HP to like 500k. -puckle npc's need to be vulnerable the game needs smart AI that u buy and is already equipped with weapons, and can respawn given u have the gold, with a respawn cool down。 We need smart AI, no need for insta kill swivel gun AI and Puckle. Let people fight on ships with weapons in their hand like real pirates did. -gold cost for self crafted ships needs to be removed gold coins just make the boat crafting unnessarily grindy and it is unrealistic. -no gun mini game it's just a horrible idea -HP of shipyards needs to be lowered they are too cheap for what they endure. And ofc people abuse this fact and spam them along the coast as a barricade -Lighthouses are too cheap they are too cheap compared to the HP they have, hard to take out and too easy to build -mortars on ships need to be allowed to counter mortars on land they need to be rebalanced and be allowed to be place on ships, whether they do damage to other ships, u have to figure out. But attacking a base with ur ship and being attacked by mortars on land, u on ur ship have no option to counter them at the moment. If land has mortars, ships need as well otherwise it's unfair -ships should be insta captured if beds are destroyed, and ship is decrewed Thats right! Its not a pirate game if u cant capture ships. U kill the crew on board u take his ship! U can reduce the countdown to max 10 to 20min, not longer! Nobody is willing to kill somebodies crew and wait for 2 full days!!! And this game is plane boring if u cant capture ship. The whole point of being a pirate is to plunder and capture ships. -structures must be capturable Nobody shouldnt be able to own anything, so u can move into anybodies range if u own their (cupboard, like in Rust) Thats one solution. The big problem in Atlas right now is u cant capture buildings, and people spam stone pillars everywhere to prevent people from building there. Sticks are so cheap and to take them out wiht cannon balls takes hours. Cupboards would be more expensive and people can take over bases that way. -small characters should get a speed penalty, while super large ones get a damage buff most people choose midget size for their characters because their harder to hit wiht ranged weapons. This is an abuse and should be fixed. Either dont allow midgets or give them a speed penalty (small characters move slower). The smaller u are the slower you move. -cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently what a waste of material for the raider. Thats unfair and is plain unfair! U should be able to pick up ur cannon. -fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration fix -remove peace/combat phases totally unrealistic and lame. Everybody should be able to be attacked whenever people decide to. Peace and combat phase system is just nonesense and killing the fun of the game. The thrill of the game is when u dont know when ur opponent attacks u. Peace and combat phases kill that uncertainty. -blueprints need to be removed they add nothing new to the game, it's just a numbers change in stats. Add new weapons or clothes if u want improved versions. Changing numbers is just lame. And the blueprints imbalances the game even more. -aging/hair growth is way too fast atm there's no fun in being old in a couple days again right after u went to the fountain of youth -remove shaking earth effect caused by animals it's annoying -no more crew limits on ships U should be able to board as much crew as u want -remove all chores like treasure hunting, floatsam etc. from the game repetitive, boring, slowing down the traveling -players shouldnt spawn on freeports, and freeport, there shouldnt be a safe zone same with the armored dock, total safety sucks, takes out the thrill. U can give freeports towers to defend or something, but dont just make them safe... Everyone will just store his loot there in their boats including animals -nerf barrels I heard they are too strong, and i felt they were quite strong once. Dont add money to them. -remove ships of the damned super annoying, and this is a multiplayer game, not a single player. NPCs have no business to be there in such large amount. Especially these ships should be very rare or not even there at all. -regarding animals: Horses are too strong. They shouldn't be able to fight other animals and humans. That's unrealistic and makes them overpowered. They also have too much HP. Remove their leveling and torpor damage. The rider should fight with his sword/lance etc. not use the horse to hit other creatures, thats nonesense. Elephants have too low weight capacity. Lions make annoying noise when jumping. Lions cant take enemies off their mounted animals nor even hurt them. Some horses are level 100+ people upgrade their HP, a lion then can neither grab the rider from its horse nor can the lion do as much damage as fast as the rider can heal the horse! Animals shouldnt be upgradable, that ur horse becomes a tank and kills a tiger just because it is level 70 and the tiger is level 30. Remove all upgrades from animals! Or simply fix it, make their upgrades tiny and add speed upgrades or whatever, figure it out! Razertooth cant jump, why?!?! -nerf mace, shield stun, buff crossbow/bow/guns, nerf shield, nerf hook pvp a joke in this game. ranged weapons do too low damage (esp. vs armor) plus players are able to upgrade their HP. And Mace is utter bullshit OP as well as some dirty ridiculous stuff like using the hook against players - what a joke is this??? Hook should never be used against people thats such nonesense! And guns are also bad. Too little damage. And remove shield bashing or make it a one time use wiht a cooldown, same wiht the fist power punch that stuns the enemy every time. -Handcuffs need to be removed or there needs to be a solution they are too overpowered in certain situations for example if u r getting raided u cant even face ur opponents in melee fight because u r too scared to to fall into their hands and be hand cuffed. Thjen u can see ur base being raided while u cant do anything. Also handcuffs can be used in a abusive way. People can literally keep being caged for hours. Either remove handcuffs completely or find another way! This feature is absolutely abusable and very bad! -Cannon balls fly too slow another factor that turns sea fights into horseshit. They fly too slow and thus are able being dodged by simply stopping the boat and accelerating it. -after destroying a warehouse you should get all the loot inside, not a fraction unrealistic and bullshit. Give all loot!!! ur just grieving the raider. Maybe ur personal hatred or ur scared about a few people leaving the game that cant stand losses. Babies... -bar shots need to be removed utter idiotical overpowered horse crap ammunition that ruins sea pvp. All sea fights are determined by this ammunition. -no character upgrades like HP etc. level 120 player vs player level 10. Nakeds killing another player fully armored just because they are level 120 with 300 HP. Total bullshit! -player name join notification needs to be removed it gives away players information and that is not good, u want to be anonymous to not let ur enemies know when ur in the same grid and when not -customizable zoom for ships needs to be added people want to be able to zoom out more -remove customizable ships u shouldnt be able to build on ur ship, it's not land, u cant just build a house on it!!! It looks dumb and it makes pvp unrealistic. People build towers on their ships to get more range and place like 6 cannons on the back to shoot backwards on top of a tower, thats just sheer stupidity. Dont allow construction on ships. Give us ready ships, that we can craft their parts for and add some attachments on it. The custom building on ships is one of the reasons why ship fights are so unrealistic and stupid and it needs to go! -increase ship weight capacity it's too punishing having a couple cannons on your ship, having the bare minimum of cannons is already too much. Increase overall max weight capacity of all ships! Besides cannons should all weight not more than 40kg, no matter where they are placed -remove limits for alliances and company size whos friend with who and how many u dont decide! -handling sails get greatly outperformed by speed sails they're just too slow, even against the wind speed sails still beat them! -wood/stone pillars's HP needs to be reduced People spam these pillars all over their island so nobody can build while it takes 20 cannon ball shots to take out just one!!! Holy crap, it isnt a stone wall for fuck sake! Lower their HP so 1 cannon ball is enough to destroy a stone pillar! -remove ownership buildings, ships should be capturable just by bording it. There should be no ownership. At the moment one person is the owner, and can basically kick all members and claim all stuff for himself. Thats totally abusable. Imagine a clan of 20 members, they have 30 galleons and what not and the owner one day decides to kick everybody. What a horrible scenario! This whole ownership is so dumb and needs to go! Ownership on animals makes sense, but the rest not! It needs to be like in Rust where there are cupboards. 1 person should never have that much power to own it all and be able to grief a group. And nothing is capturable at the moment. U cant conquer bases or ships, u have to wait till the players leave and their base auto decays. Just a complete horseshit system! -reduce gather rate and adjust prices A 2x2 thatch house should take 10 min to build. A 2x2 wood house should take 20 min to build. A 2x2 stone house should take 40 min to build. This will prevent building spam. If players lose a building it should hurt! Also making a stone house should be an accomplishment people can be proud of. -remove custom building It totally ruins the game! It looks ugly, it wastes time, it's not fun and it is unrealistic. People build fucking bunkers in the pirate age, like wtf!?! Remove this cancerous building system and replace it with prebuilt buildings. Let us choose from a row of houses, castles, towers which one to place. And make it 3 cultures, so the player can actually choose his building style. Same with boats, allow nordish/egyptian/asian ships. The game build should work as in a strategy game, where u just place buildings based on ur ressources and skills. Remove the cancerous custom build from land and ships! -allow saving ships (save + load) building the same ship over and over is tedious and wastes time. Allow us to save our own ships so that we just need to put the right ressources into the dock to make them at once. -remove towers that give buffs to ships benefits clans only, and is very silly by design Reduce a companies income based on their member number, increase crew cost for bigger clans 1. The more member it has the less each member gathers. So let's say if they are 20 people, 1 player only gathers 1/20th of what a solo player gathers. This garantees the equal ressource income of 1 player vs 20 players. It can be compared to a strategy game where 1 player controls 1 faction, and 20 players control alltogether another faction. These 20 players still have the advantage of being able to build faster bc they can devide their work, but at least both factions have the same ressource income. This will make sure that all companies have the same ressource gather capacity! 2. Increase amount of gold cost per crew member based on company size. Lets say 1 player can afford 20 crew members, for the same gold cost a 20 player clan can only afford 1 crew member. The result is an equal force of 21 vs 21 players. The bots bought need to be strong as a player. So the AI needs to be improved. If u cant make them smarter just give them more HP and attack, because we all know the current AI is stupid af and unable to compete with real human players. Same for Sea fights. A player can buy AI ships similar to the ships of the damned, that have HP. These AI ships can follow the player similar to tamed animals on land. This change will equal out forces! Same goes for allies. So If they ally (split clan into smaller companies) and ally, each company's gather rate will be halved. If they secretly ally (means not officially), and they fight side by side, the game will recognize that two enemy forces are next to each other while not either side is taking any damage caused by the other player and the players will lose their HP/sec by a certain amount. Same goes for ships, u cant have enemy ships nearby, while not fighting. After a certain time they take damage. If 3 random people are attacking each other, each of them has to attack both players, otherwise he'll take damage, so it is never a 2vs1. -Remove all servers called "PVE" it devides the community. And people who cant play the game right because they are not good enough should just leave. This is a pirate game not a baby game.
  5. So I started a single player game on PC on the Ocean map about a week ago. For the past two or three days every map found is for grid H6 and only H6. I haven't yet ventured that far from B8, C8 and a little into D8. The maps still vary just as randomly in quality though. Anyone experienced this or have any tips to fix this? Any mod suggestions that change up treasure maps to sort this out are most welcome too.
  6. Hello! I think my program is finally ready for public consumption. Thank you for waiting! Its still not even close to perfect and probably has a few bugs. Let's just call it an alpha release for now. Original video: Autoswitching feature: As a refresher this is the program that will dynamically help you open and close servers on the fly so you can play privately on the full official map, with just average hardware. If you can run at least 1 server, this will work, allowing people to even run it on the same computer they are playing on. Main bullet point features: * easily update the ports and ip address across all 225 grids on your map. No more needing to tediously update everything individually on the ServerGridEdior. * Automatically generate all 225 .bat files to start each of the servers * Open and close the server you are on plus the 4 surrounding you (automatically even), any 4 individual servers on the map, or a combination of the two, control up to 9 servers at a time. If your computer can handle more than 1 server, even better! If it can handle 5 grids the program will even track your location and dynamically open all the grids around you so you won't even have to look at the program while playing! A bunch has been added since I lasted showed off the program. Now I include steamcmd and a one click sever setup button as well as an update server function. I also added a redis server on and off switch, so it really now is a one stop shop for nearly everything. It even saves all your settings/locations on close so you don't have to remember anything. The only extra thing you'll need is the servergrideditor from grapeshot. I also wrote out an insanely indepth instruction list, included in the download to hopefully walk anyone, no matter what comfort level, through setting everything up. My apologies, apparently Windows doesn't like the website I setup to download and is blocking everything, so I have to use something stupid like dropbox... Link will also be in the discord server if this stops working. v1.5.4 changelog: Fix for Autosaving on exit not functioning properly. I won't say this is 100% working, but it's the most I will be able to do on my side given the program doesn't actually touch the servers, it's still all dependent on Atlas' autosaving on exit code firing off properly, which can be hit or miss, but in my preliminary tests, I was 5 for 5 on not having a slight rollback on exit and reload of entire server like it was happening before. Rollback may still happen on server updates because it seems for some reason the server is programmed to automatically do that? Fix for slight desync on individual grids, this goes hand in hand on the autosaving not functioning at 100% when switching servers, which may have caused desync, which in turn causes problems reconnecting, problems with the map not updating ship locations, problems with characters not loading. Fix for grids not shutting down on switch or on exit because another square has the server loaded up even though it was not turned on. NEWEST VERSION: http://dl.dropboxusercontent.com/s/jp37x0kras14x8j/ASCv1.5.4.zip OLD VERSION: http://dl.dropboxusercontent.com/s/lbei9x5t99gaggl/ASCv1.5.zip If you run into any issues/need help on the setup, feel free to join the discord here: www.discord.gg/YHGWPyd Discord is also where future updates will be posted until I can figure out why Windows hates my website. ****If you are trying to add this to an existing server, please backup everything before you do... I doubt there will be issues, but you need to be safe, and I haven't actually testing doing that.
  7. Hello. Je vais m exprimer en français,... Je trouve que finalement sur atlas ce qui crée le contenu est tout simplement le monde les personnes... Les interactions entre joueurs... Regroupe tous les joueurs pvp et pve sur une même map 20x20 en mettant au extrémités de la map sur les 2 cases du bord les zones pve... Et les zones pvp sur le centre... Qui elle serait dominer par les tribes pvp... Et créé des zones d influence... En fonction de la domination des tribes pvp... Et dans les zones pvp mettre des ressources que les zones pve n ont pas... Ce qui forverai les groupes a collaboré et créerait un marché finalement... Que se soit pour la vente d animaux tamé en pve vendu au joueur pvp ou même pour l acheminement d animaux et la revente d animaux capturer en zone pvp si les joueurs pve ne veulent pas s aventurer en pvp ou alors a leurs risque et péril... Ou alors ils s arrange avec les tribe pvp pour la protection ou l accord pour pouvoir s aventuré en toutes sécurité pourbles marchands de pve... J espère que vous avez compris plus au moins le principe mais plus ont sera sur ce satané atlas et plus ont rigolera il est oubl atlas des début ou c etais la galère...?
  8. same, trying to find a work around for it, lost 9 tames to it yesterday
  9. Updated 12/30/18 Okay, so I have done my setup from scratch and I'm going to provide a step by step walk-through. I believe this is a good starting point for any new server owner looking to get up and running for the first time, or someone looking to play "Singleplayer" (Note: From my testing, the server needs to interact with Steam bi-directionally even for LAN/SP- some ISP's such as cellular hot-spots or NAT conditions may not work!). While this guide can be applied to all server types, the examples are geared towards a 1x1 grid. This can also be used as a debug process for advanced server owners to test things: _________________________________________________________________________________________________________________________________________________________ Downloads: BAT Files & 1x1 Map Grid Template: https://drive.google.com/open?id=1MQ-8-WTta10p-TbAmnJ3DbfmNsDjaLsD (AtlasSrvBats.zip) ServerGridEditor: https://github.com/GrapeshotGames/ServerGridEditor (Hit "Clone or Download" then "Download Zip") steamcmd: http://media.steampowered.com/installer/steamcmd.zip NOTE: Make sure you update ServerGridEditor when changes are made to the git! Or even better- setup GIT and have it pull updates for you! _________________________________________________________________________________________________________________________________________________________ Server Setup: 0) Create a directory where you will put the server files (Eg. X:\AtlasSrv) 0a) Open "AtlasSrv" and create "steamcmd" and "AtlasTools" 0b) Extract steamcmd.zip into "steamcmd" and run "steamcmd.exe" 1 time to set it up. When the prompt shows "Steam>" with an OK message above you can close this window. "steamcmd" folder should look like this now: 0c) Go back to "AtlasSrv". Open "AtlasSrvBats.zip". Extract the "LAUNCH_ATLAS_00.bat" and "ATLAS STEAMCMD.BAT" to this folder. 0d) Right-Click "ATLAS STEAMCMD.bat" and click Edit. Replace the contents of this file with (Change "X:\AtlasSrv" in both entries with the directory you are using): start /wait /high X:\AtlasSrv\steamcmd\steamcmd.exe ^ +login anonymous ^ +force_install_dir X:\AtlasSrv\ ^ +app_update 1006030 validate ^ +quit 0e) Save & Close. Run "ATLAS STEAMCMD.bat. You may be prompted with firewall permissions, you must "Allow Access". (This process will take some time) 1) Your Atlas server directory should look like this upon completion: Congrats! Your server files are now downloaded and on the latest version. You can use ATLAS STEAMCMD.bat at any time to validate and upgrade the server. Now onto the map! _________________________________________________________________________________________________________________________________________________________ Map: 1) Extract "ServerGrid1x1" folder from "AtlasSrvBats.zip" to the "AtlasTools" folder 2) Extract the ServerGridEditor zip to the "AtlasTools" folder. Open "ServerGridEditor.exe" within the "SeverGridEditor-master" folder 2a) Open the "Island Editor" (ServerGridEditor.exe), "Open project" and navigate to the ServerGrid.json file we extracted into "AtlasTools" 2b) Click "Project > Create" in the top left. Copy the "Atlas ID" and CANCEL. 3) Click "Project > Edit": 4) Paste the "Atlas ID" you have on your clipboard into the "Atlas ID" of this window. 5) Change "Friendly Name" to your Server Name. Change "Atlas Password" if you want a password on the server (This will be needed to keep people out for singleplayer!) 6) Click "Edit" at the bottom. 7) Ctrl+Left Click on the map: 7a) Set "Name" to what you want for name of your Freeport (Grid) 7b) Set "IP" to your Server external IP (whatismyip.com). Server internal IP (192.168.x.x) can be used, but this will disable public access! 7c) Hit "Save" at the bottom (You can make more changes later but in first-time situation, it's nominally best to use default settings). 7d) Back in Island Editor (ServerGridEditor), Click Export > Local Export ALL. Click ok to the default location. Popup should say "Success". 7e) Click Project > Save. Navigate to the "AtlasTools" folder, create a new folder "Live project", use the file name "ServerGrid" and "Save". (This way you can edit more later and keep the template untouched!) 7f) Close Island Editor. Open "AtlasTools/ServerGridEditor-master/Export/" folder. Cut/Copy the "ServerGrid" folder and 2 JSON files: 7g) Navigate to "AtlasSrv/ShooterGame" and paste: 7h) So close! Navigate back to "AtlasSrv" and Right-Click "LAUNCH_ATLAS_00.bat" and Edit. Replace the contents with (Replacing "X:\AtlasSrv" with your directory, and "SeamlessIP" with External IP) start /high X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=00?ServerAdminPassword=123?MaxPlayers=30?ReservedPlayerSlots=25?QueryPort=57561?Port=5761?SeamlessIP=1.2.3.4 -log -server -NoBattlEye exit @Firedragon's Command line if the above does not work for you: 7i) Save & Close. Navigate to "AtlasTools/redis-server". Run "redis-server_start.bat". Wait for the command line to say ready to accept connections. 7j) Configure port forwarding with these ports on your router. Change the IP to match the one you put on the Map file: 7k) The moment you've been waiting for; Navigate back to "AtlasSrv" and Run "LAUNCH_ATLAS_00.bat". When the command prompt displays how many cores it is running on, your server is up! OPTIONALS redis-server: redis-server.conf has options to change your database password and how much RAM (maxmemory in the conf) the database will use in bytes. I personally set the maxmemory to 1GB (1073741824) for my 1x1 testbed. I don't play often locally so I dont know the impact other than a possible crash if the DB runs out of memory (redis does require a pagefile, so I think it will start writing to the disk if it runs out of memory? not 100%) . The DB file is saved on the disk in the same folder so you can track it's size over time and adjust accordingly. I'm not sure on the specifics, but I would say it's safe to keep the max memory 2.5x higher than the database size AT MINIMUM (to account things like the database copying itself and swap space). For sake of argument me playing by myself without doing much the database was about 90MB, so 1GB RAM allocation should be plenty of breathing room for the forseen future. If you change your password in the redis-conf (for added security), you must also update your passwords in the map file under Project > Edit (You can see the old password "foobared" in one of the images above. These should reflect your conf file). AtlasSrvBats.zip also comes with an undocumented, but included "LAUNCH ATLAS ALL.bat". This file can be placed in "X:AtlasSrv" (Your server's root directory with the other bats) and be used to start redis-server and server/s in one shot. It is currently setup to launch redis-server and the first grid server. Additional grids can be launched by un-commenting (removing the #) from the corresponding lines, and making a copy of "LAUNCH_ATLAS_00.bat" for each additional grid (LAUNCH_ATLAS_01.bat, etc), and editing their launch strings accordingly (Correct X/Y, ports, etc). TROUBLESHOOTING Still can't connect to server after following guide? There are many different networking situations based on individual setup and ISP that no 1 guide can account for all. Most issues connecting beyond following this guide come from user error, improper hardware configuration (PC/Router/Modem), or Local/ISP NAT restrictions (Some net providers and most cellular hot-spot providers, see CGN https://en.wikipedia.org/wiki/Carrier-grade_NAT). Some users have reported finding "NAT Acceleration" or similar options in their routers and disabling them has allowed them to connect. Double-check port settings on router and for Windows Firewall IN & OUT. Sometimes 1 digit missing or out of place is the simplest error. Make sure your launch bat parameters and map file details match your port settings in your router & firewall. Check within router (and modem, if accessible) for options to allow "Open" NAT (Sometimes set to secure by default) Make sure there is no "NAT Acceleration" taking place If you router has no buried NAT features, you can attempt this workaround: A NAT Loopback workaround method for some newer routers and ISP modem/router combos that do not support NAT Loopback: https://forum.sector3studios.com/index.php?threads/workaround-if-you-cannot-join-your-own-dedi-server.4672/ You -CANNOT- ever connect directly to the internal IP of the server. You must connect from your External IP (forming a hairpin): If your client PC IP is 192.168.1.2 and your server PC IP is 192.168.1.3 You share a WAN/Internet IP (whatismyip.com) that you use to connect as if you were an external client: 192.168.1.2 -> WAN IP -> 192.168.1.3 steam://connect/WAN IP:Port (Replace WAN IP and Port with corresponding numbers) 192.168.1.2 -> 192.168.1.3 direct connect will never resolve (UNABLE TO QUERY INVITE) with current method used by Grapeshot to force steam usage. If all else fails, like some cellular mobile hotspots, your ISP may be using a CGN (Carrier-Grade NAT). You can read more on CGN here: https://en.wikipedia.org/wiki/Carrier-grade_NAT If you have a CGN'd IP from your ISP, you will not be able to host a server until things can be run completely local, or your ISP can move you to an IP pool that is not governed by their CGN implementation. As a very last resort, if your dedicated server is online and visible to others, but you cannot connect to your own local server, and the NAT Loopback fix does not work- Consider using a VPN like Windscribe (free 10/20GB month with tweet/voucher promo). http://windscribe.com - You want to use the VPN on the PC you are playing on, NOT the server. Doing this will give you a virtual hairpin where you can connect to your own external IP. If you are playing on the same computer as the server, you will need to use a VPN program that is application specific (Proxifier), and point it towards AtlasGame.exe. This way, the VPN becomes your hairpin back to your external/WAN IP only for ATLAS, while the server continues to do it's thing unaffected by the VPN. UPDATES 12/30/18 - Updated download links, cleaned up guide to reflect changes Good luck , Sailors! -Teach
  10. 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.
  11. Good morning Guys, I want to play Atlas with my Sister. We created a non dedicated Server and everything works fine. The Problem is, when she loggs off, I of course can not keep on playing since she is the Admin. Is it somehow possible to share that non dedicated Server so we both can play, even when the other is off? Thanks for the help and have a great Day
  12. Me and my buddy are literally in the same exact server (krakens maw) same exact place in the freeport, screen sharing with each other and we CANNOT see each other. Is this another Nomansky scam or what is going on?
  13. Decided to make a new character last night and see some of the changes that have taken place since the last time my cousin and I played, about 6-7 months ago. Figured what the heck, give it a shot. Created a new character on the only Pve server available, I did read all the NA servers are gone but figured, meh give it a shot. About 5 minutes later Grubby McGruberson is born. Spent some time in the freeport killing boars, getting a few levels and then gathering resources for my ramshackle boat. Get in the boat and look through the map and find a nice island down in the south east corner that says Settler Friendly and off I went. About 1 1/2 hours into the trip I start getting cold and I am like why am I dying from cold. Yeah, I forgot they changed the map and the arctic zone is now in the southeast corner lol but I was determined to get there in my cloth clothes so I added a few campfires to the boat and continued on. About 20 minutes later I figured I would stop at one of the islands and make some fur clothes and continue. No problem. Hit the nearest island, now still in the arctic, make a few wood foundations and get the tannery up. My bad, I cant find any fiber on the island.... Forgot, not much fiber on arctic islands. Figured well I will just make a new character and make my home base in one of the temperate zones. Go back to the loading screen and pow new Grubby is born. Get through all the newbie stuff in freeport, get into my new ramshackle boat and set out for what looks like another good island this time in the temperate zone. Head out to the open ocean and 10 minutes later, zone into another zone, ping goes up to where its almost unplayable and the game crashes. No big deal, try again. 10-15 minutes later the game crashes again and again and again. That was enough for me. Good luck pirates, see you in another few months. I might try single player tonight but probably not.
  14. Can anyone help me fix this? Every time I use spyglass my game crashes this has been like last 3 years or so... third PC and reinstalled Atlas atleast 10 times during these years and still having the same problem There is a old thread about same broblem that wont help at all as there is no way to "update" these files Im confused! I have stopped playing this game numerous times because this bug and losing my ship to SoD:s as game crashes if I try to use spyglass to check health or lvl of those Old thread here:
  15. Don’t get my wrong, I did noticed they put a cute little ring of island in the center but the powerstones are still spread out. they went from a 15x15 grid to an 11x11 grid. You guys realize they just cut the crust of a piece of bread right? no wonder there is less discovery points, you cut out 104 servers so of course there is less discovery points. I gotta hand it to you guys, you can really word things well. Bad people but good talkers. I see a career in politics for you guys.
  16. I have the same problem with the start of my grids, but i didn´t understand wath you did @FIREDRAGON Can you help me? Link to my Gamefiles
  17. =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  18. hello everyone, my character has started jerky since yesterday, sometimes he continually returns to the same point making it impossible to move, but the problem does not arise if I swim in water or if I am over an animal. tips?
  19. our game crashed when we tried to change location on map. the game of the host froze and crashed. when we logged in again we had lost our ship and beds and we are not even in our own company anymore. our beds and houses everywhere are not available for us to travel to, and we cant use our old boats either. the game also changed from day 25 to day 1 but we still hadd all our exp intact. please help with it. we had a huge amount of gold and treasures on the boat and cant find it anymore. does anyone know what to do???
  20. So if you put a small storage box on a foundation it gives the foundation an effective decay rate of 30 days. This needs to be changed.
  21. last night i was playing fine without any problems and today after the update when i entered on the game i wasnt able to farm, open doors, deconstruct what i made on boat and in base, is any one else having this issue? i restarted the game more then 5x, went on PvE NA and im able to do everything...
  22. Single player mode: I've now attempted capture of six WPE encampments. I'm in K5 (I think). Each WPE encampment has had 4 layers of structures. I needed to use console command "givetome" to take control of each block/wall/ceiling/barrel/box etc to destroy or get into everything.
  23. Tha main problem before patch was easy offline raiding, you could have 200 NPC and 1 bear with flamethrower or Canon could easly break throw defence. Nothing changed....whats the point to play than if someone with 1 bear and flame will get throw your defence.
  24. The map markers on the HUD are incorrect if you are not on the same grid as the marker. This marker shows ESE when it is actually towards NE.
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