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  1. So is there any plans on addressing this ? I kind of feel like I'm explaining the birds and the bees to my 6 year old here but here goes. Animals mate when the female is in heat, yup it's really that simple, sure they need to be in their desired Biome but it has nothing to do with temperatures. The Daddy wolf smells the Mommy wolf and they do the deed. They do not set candles and campfires or blankets, it's not a romantic night out on the town that requires the perfect settings. You guys seem hell bent on making this game "realistic" (because hydras are a thing) so stop over thinking things that make the game less desirable (see what I did there). Get rid of the stupidity of temperature gaps fro mating because they are not "realistic" and do not work a large percentage of the time. You want us to use more defined temperatures for raising young then fine but even that is so far off the deep end its not even close to realistic. Summary, there is such a thing as going overboard (again see what I did there) Mating should have the temperature restrictions taken out of them game, games are suppose to be fun, traveling for hours to get your pets to do the dirty is not fun, pushing E or Y to light numerous fires (that they would clearly run away from in real life) is not fun. Stop over complicating the simplest of features, and literally punch the person in the face that works there and thought this would be a good idea. Disclaimer; I'm aware its been posted before but, they clearly aren't listening because here we are with the same BS mechanics.
  2. 3 times 5k gold giveaway this weekend? LF razor, wolf and lion stats, offer us everything
  3. Good evening! Does your company sell wolfs, i am looking for a high level female one that can breed with my wolf. after breeding with 30 wolfs i only managed to get to level 48. I have one left with Stamina on 420, but whatever i do, i can't get it over on my wolf. so if you have a wolf that is complementary to my wolf, i would like to buy it. here are the stats on my wolf. Thanks for the help!!
  4. Uploaded : 14p food lion 13p stamina horse 12p weight horse 13p stamina ostrich 12p stamina rhinos Upcoming next : wolf 12p food and much much more stay tuned Sterk - CLP
  5. Could we have some more new tames added, would be nice to see it as varied as ARK is tame wise and also could you spawn in more colourful varities of animals. -- Buffalo -- Camel -- Zebra -- Owl -- Maned Wolf -- Lemur -- Gorilla -- Otter -- Cheetah -- Chimpanzee -- Kangaroo -- Jaguar -- Okapi
  6. More more more new stuff new stuff . So i want a lot money i want live on the planet mars i want Tesla i want that that i'm an snowflake !!!!!!! OK here's what i want to see next update 1. Less new stuff more bug fixes 2. better optimized graphics (i dont think i need Titan RTX to get 60 fps) 3. wild animals better balance (lions cant fly really) 4. wild animals placed in right areas like elephant u get at tropical area and wolf living more colder area also bear, at moment all is like one big BS 5. fix spawning times, its not fun if i kill one lion and almost instantly its back with alpha friend I can put here in list a lot stuff more what really needed to be fixed or rebalanced before adding new new stuff and new annoying bugs
  7. Hey all! Just wanted to take a moment to discuss the direction of Beastmastery and offer some suggestions. As I’m sure most of us realize, probably the most important factor in a game like this is staying power. It must have depth and feel continuously rewarding to play or else eventually people will burn out and leave. To shore-up these elements of the game I believe it will be critically important to focus on fleshing out each individual Skill Tree with variety, careful thought, and a level of nuance that rewards dedicated effort over simple dabbling. In light of that, I’d like to present some ideas for the ongoing Development of the Beastmastery Skill Tree and particularly looking towards Phase 4 of the roadmap when it will be overhauled most extensively. No question, what we currently have certainly covers all the initial bases, it creates (mostly) sensible progression tiers, it provides some extra perks in particular areas, and its Skill Point costs are pretty well balanced. I like to think the return is (perhaps over) adequate for the investment. That said, there is much room for growth and improvement. Here are my thoughts on how to make Beastmastery rewarding and fun for long-term players who are willing to invest the time and effort. I. When considering balance with non-Beast Tamers, I believe that having them sit around the effectiveness of Masterwork Tools and being surpassed only by Legendary and Mythical and perhaps specialized structures that can be manned by Crew Members like a Sawmill or Mineshaft seems reasonable to me. If the intent is to balance the game such that no one path is the ONLY optimal path, then tames shouldn’t be nerfed into the ground, but should compete with hand tools into the late game. II. Multiple capture and restraining aids to help with the domestication of various types of animals. Lassos, Muzzles, Corrals, Bird Cages, Cage Carts, and On-Ship and Off-Ship holding pens for transporting wilds would all help to make the process more interesting and improve our range of capabilities, which in turn makes the role of Beastmaster more robust and worthwhile. III. Rare colors for each of the creatures to add cosmetic value to certain entities spawned through the RNG system. IV. Creature Variants that only appear in certain biomes or under certain conditions (such as when the RNG system rolls a max-level for example). These variants could essentially be “copies” of the original, but with a different visual appearance, some stats tweaks, and maybe some new mechanics if you’re feeling generous. An example might be a Polar Variant of the Lion: Snow Leopard, which has a sneak mode that massively reduces enemy aggro radius and adds a pounce attack, or a Max Lvl Variant of the Chicken: Duck, which lays Eggs that provide a different Vitamin type, etc… V. Creature Variants and Traits that can only be acquired through multi-generational breeding. My suggestion would be an A, B, C, D, E, allele system tied to each creature. The RNG system will roll a random letter for each creature it spawns, and you can breed those with certain letters in certain positions to bring out new traits, possibly sub-species, rare cosmetic patterns or colors, or a stat boost. Basically, you would want to line-up five matching letters to bring out a hidden trait in that species, five A’s might bring out a hidden color, five C’s might bring out a new texture pattern, five E’s might bring out an entirely new sub-species, the only way to find out is to do it. And the best part is that Grapeshot can dynamically add new alleles to isolated populations or to the species globally as the game continues to develop. You could also add a Skill Tree that allows you to see what alleles are present up to a point, for example, Tier 1 lets you see one letter, Tier 2 lets you see three, and Tier 3 let’s you see five. If you really wanted to make in interesting, you could even add a sixth invisible allele that can never be seen, but if matched with the other five brings out the rarest and most powerful traits of that creature. Like a horse being born as a Unicorn or something… Basically this system would make Breeding a more fascinating undertaking that requires careful planning, time investment, and deduction to take to its ultimate limit. Being able to breed wolves into Wolf Hounds, or horses into Clydesdales, each with different statistics and abilities would add so much interest and staying power to this aspect of the game. VI. Cross-Breeding between compatible Max Lvl specimens. Example Max Lvl Tiger/Lion to produce a Liger. This would be an extremely high Tier Beastmastery skill that would produce superior off-spring that are more difficult to raise to maturity. VII. Various expensive perks that reward you for heavily investing in Beastmastery such as Primogeniture: the ability for offspring to rarely inherent a leveled stat rather than a base stat (but in exchange the stat is locked), or Thoroughbreds, which allows you to raise offspring with a certain number of level-ups immediately available rather than having to be gained through experience, or perhaps Dominion, which allows you to temporarily tame a wild creature instantly, Wild Whisper, which causes predators to ignore you unless you provoke them, etc… There are a hundred things you could do. VIII. Special Skill Trees, simple, 5-6, node skill trees exclusive to Crossbreeds, Variants, or Sub-Species, which become can be purchased with points obtained by reaching certain levelling milestones, maybe 45, 65, 85, etc… IX. Adjust Shieldhorn and Razortooth abilities to provide them with a reasonable means of surviving and sustaining populations next to the incredibly dangerous Golden Age Magifauna. It makes no sense for them to live there as it is, as they have no adaptations to counteract these vicious creatures and constructs. Perhaps some form of magic/projectile nullification barrier for Shieldhorns, and maybe a Silence effect for Razortooth roars plus a Magifauna Dmg Buff? X. Special Events: Migrations, Mating Seasons, Hibernation (for bears), Red Tide (for seahorses), etc… Special events that affect the behavior of animals, their spawn levels, their spawn locations, perhaps produce wild babies or having a special effect of some other kind, like hibernating bears actually levelling up without being tamed, or seahorses becoming tamable when they come to the surface for Red Tide… Things like that that make the wildlife feel more alive would be fantastic! XI. Breeding Overhaul: I think everyone will agree that considering all that’s happened over the development of both Ark and Atlas and all the feedback you’ve gotten from us players it’s time for some serious adjustments here. It’s simply not right to have a system in place within a video game that requires well-meaning people to dedicate unhealthy amounts of time or make changes to their real-life schedules to accommodate it. It’s supposed to fun, we shouldn’t be losing sleep over it, or losing jobs, or getting divorces just because we care enough about your game to actually dedicate the time you’re asking of us. Wildcard and Grapeshot bear part of the responsibility for every negative outcome that has resulted from this system, and I think it deserves some serious consideration. My suggestions are sweeping, but simple; allow mother animals to nurse their young and provide for all of their needs without exception for the duration of their maturation time. In exchange, the mother receives a debuff that weakens it and prevents it from being ridden until the baby is matured or until it is manually brought out of “nursing mode” via radial menu (which also returns the baby into player care). There is a cooldown to enter nursing mode, and to leave it also requires a short wind-up. Imprinting takes place over the first two hours of the baby’s life, maximum. There is no reason to ask any player to dedicate more time than that. These changes would make breeding accessible to everyone, and it would completely eliminate any requirements for unhealthy dedication of time. Those are my main thoughts on Breeding and Taming for now, I may come back with more later. Let me know what you all think, and if you have any ideas for potential Variants, colors, patterns, or Sub-Species, please share! Edited Thursday at 10:32 PM by CyanicEmber
  8. They Wanted to make them less Important After the new lead Designer took over, so guess he will be making Atlas Atlas And Not Ark 2.0. i would love them to Change tames to what they were like in the Release Times. Only tamable with Thread prefered Food And also half taming Speed again. I Liked it that a Wolf could kill 1-2 Wolfs And then was almost dead because they were kinda the Same strength as the wild ones. What i would like would take the 30% resistance away from imprint Buff And legt some tames have an armored saddle Version or so.
  9. While it seems like everyones still in standby Mode, i have been making a few changes to my playstyle. While i Used to Feed all carnivores with meat i gathered with a razor or Wolf,i just switched And got myself a bow And a Armor And just been hunting that way,Takes longer for sure but also way more fun^^ also did some water skiing, killing the Dragon with bow And arrows on a Horse
  10. so was reading the road map and saw the devs are looking at vastly increasing the time players spend at sea and thought that was a great idea so i figured i would list some suggestions that would personally see me spending alot more time at sea then i currently do. please note i only really play on single player so alot of these suggestions will be with that in mind. first suggestion: a fleet system for single players to command up to 4 ships of a lower class than the one they are on. as a single player i hate the fact that theres no real reason for me to have more than one ship and when i go somewhere i can only bring one ship at a time. i would love to mount massive expeditions with a fleet or even just to send my fleet on an expedition to another island where i have a base without me. for this i would suggest giving captains the ability to tell an npc captain to follow another ship and "protect" it. to make this fair i would suggest limiting the number of ships that can follow any given ship to four and make it so they have to be a lower class ship so you dont have to deal with four galleons at once. i also suggest giving the option to tell npc crew to sail to specific islands either by themselves or with their fleet. this would enable you to get your ships from one island to another with relative ease without you always having to go with them. flotillas instead of or as a part of ship bases. so one thing i am afraid of is that this game will forget its piracy roots and start going off in a weird direction where all the sudden we have floating castles instead of ships. one way i think this can be prevented is by allowing for a flotilla type base system. this would essentially be a large gathering of your ships at sea that you can travel to and from the different ships via dingy or rope bridge you could connect them with. i would suggest making it so you could assign certain roles for ships. for example have a ship that acts as a naval farm that is responsible for growing crops on the deck and having a ship that acts like a mobile hotel where the crews of the other ships can sleep. make a deep sea anchor that acts as sort of a claim zone at sea and create a system where players can create a mobile self sufficient naval base that uses multiple interconnected ships and the fleet system mentioned above instead of just having one giant castle on a floating raft. to deal with the need for going to land for getting resources i have a few ideas. one is attachments for your ships that passively gather resources that "float by" like a net for fish and cargo. another is by creating trade ships that you can supply with coin and order them to travel to a free port in order to trade for the resources you need. i really like this idea because it poses the risk of not only loosing the coin if the ships of the damned sink your trade ship but also losing it to other players if they decide to play pirate and attack your merchant ship on route to its destination. the more ships you send as an escort the more likely your ship is to make it back alive but the more you have to loose if pirates attack. creating a real risk to doing things the easy way. also to prevent seas from being to crowded have a max number of active flotillas per shard and if necessary limit flotillas to shards with no islands like the ones i mention below. as for exploration some times less is more when it comes to end game exploration. it is always nice to have an island near by when sailing the seas and it certainly makes you feel safe but one of the thrilling parts of exploration is the fact that you dont know if you are going to find anything or if you are going to make it back. for end game exploration i would suggest creating a situation where the further you move away from the center of the map the less islands and resources on the islands their are. make it so at the far edges of the map you are dealing with mostly open seas and desert islands and even entire shards where theirs nothing but water. and at the furthest edges of the world make islands rare but also make them the richest in resources and big. this would create a system where you truly have to plan for and look for these islands and when you do find them you would get the genuine sense of discovery and accomplishment that comes with discovering a new world. also to really hit home the fact that this is undiscovered land make the flora and fauna seem different than anywhere else on the map. almost alien to what you would expect to see given what exists at the center of the map but not so alien that it looks like something that should not exist on the same planet. also make it so unique variants of certain species of animals appear only on these far off lands. this would allow peoples tames to show where they have been and give them more of a reason to explore. examples of unique variants can be anything from variants of the animals with a different color scheme then what appears in the wild like a wolf that has a color scheme that resembles a fox or zebra and for the rarest of beast variants give them some kind of special ability others of their species dont have like a wolf with a howl attack or that gets a stat boost at night and during a full moon. under water caves, temples, and lost cities in the open sea. so one thing i noticed as soon as i started playing atlas is how cool it is underwater but also how there is little to no reason to explore the vast landscape of the ocean. to remedy this i would suggest creating underwater temples and lost cities where you can find rare resources and treasures if you look hard enough and i would also suggest having under water caves that lead to large chambers that air has been trapped inside where you can find some resources and even build a base. this would create incentive for exploring the underwater areas and offer more areas for people to set up bases in secret which given the limited land area is desperately needed. also and this is important. make sure these cities, temples, and caves dont show up on the map. these are lost cities and temples and undiscovered caves after all. so giving players an idea of where to look for them would sorta ruin the whole point of the discovery. and finally carrier ships for tames. this would be a class of ship that is used specifically to carry tames either for transportation or combat purposes. it would have a big door on the deck you could open to enter a large space underneath where you can store multiple tames and if possible a partially submerged deck for storing sea tames although this one would be harder as you would need to make it in a way thats believable so people dont question why their ship does not sink. one reason i spend alot of on land is because thats where my tames are. a ship that you can assign to your fleet via the system mentioned above thats sole purpose is as a carrier for tames would go a long way in limiting the amount of time i spend on land. i saw on your road map you guys are looking at making tames less important. i personally think this is a mistake as one of the biggest draw to these kinds of games is the tames. instead i would suggest better implementation between the tames and the naval aspect of the game to the point where tames can almost be seen as an expansion of the naval combat. a ship class designed specifically for combination naval tame combat would go along way in achieving this. now you can already pretty much create tame carriers given the ships and ship building system that are in the game already. but i think a ship built and designed with this aspect in mind could do alot more. it could have extra hatches specifically for launching your tames from the top, front, side, or backs of your ship or even using some of your tames with ranged attacks as turrets. and given your road map mentioned a boarding meta game i think theirs a lot that could be done in that regard as well. after all who doesn't want to board another persons ship while mounted on a wolf with a pack of wolves following them. i even have an idea for design inspiration for the ship. make it an ark. how cool would that be! of course i dont expect all or even any of these things to actually be implemented. but if they manage to give the devs any ideas or insights into what their players would like to do at sea then i will consider the time spent making this post worth it. also if any one has any ideas they have that they think would make them want to spend more time at sea please post them below. also i apologize for any misspellings or poor grammar in my post. i have a disability that makes things like grammar and spelling very hard for me to learn how to do correctly so bear with me.+
  11. The 2 main reasons i stopped playing ATLAS was the taming and the stone structure recipe change (it took a couple hours at high wind to get sap so me needing so much organic polymer for stone structures was annoying), the rest of the mechanics were fine and i actually didn't mind them. Change the taming mechanic and with some bug fixes you will have me and some more people back! (and by bugs i mean the wolf you spend hours taming doesn't just fall under the world) [You don't need to change the taming it is just a request, thought i would say it before someone comments about it!]
  12. 1 ) Notifications players join : need to remove that . This functionnality break game because we are spying all times and everywhere in game with many website like battlemetric ( https://www.battlemetrics.com/servers/atlas ) . After all players on official server must rename their steam name like "123" .... And remove that will increase a few your performance at connection server ... 2 ) Gliders : this feature must be rework, i think all players know why now, stop at the air bombers fleets !!! 3 ) Setting Cannons, swivel, ... : adding an option for targetting pathfinders, tamed animals and wild aggressive animals ( like cobra, lions, wolf, ...)
  13. Thanks for the updated explanation. Much clearer and look forward to seeing this all play out. I know it's a ways out, but phase 3 and 4 sound like the game my friends and I thought this would be. I hope survival is increased a little more than the graphic shows though. I know I'm in a minority here, but I miss docking on an island in 1.0 and having crazy wolf packs led by an alpha, or triggering an alpha horse from across the map. Hope to see some islands with higher environmental difficulty that aren't Golden Age, like that again down the road.
  14. Something I thought about today is how easy it should be to add some variety to the already existing creatures in the game. There are many animals that could have a much broader diversity than they have in-game. Just doing some recolourings and reskinning, and adding stats for these new subspecies would go a long way to give the world more life. As an easy example: Take the bear. You could easily have 3 different species with differering stats. Black bear being the smallest, following by the brown bear and lastly the Polar bear only being available in arctic environments. You could do the same with the wolf. Have Black wolf, Grey wolf and an Arctic wolf. And maybe a Dire wolf that's even bigger than any of the others. You can add mammoths to the arctic regions as well as wooly rhinos - you already got the normal versions. And why not add a frost variety of the drake?
  15. Sorry to hear that. I remember what it was like before having better tames, it was a real uphill struggle for sure. If you are playing solo, taming can be even more annoying. It is Always better to have a second person as "guard' to help out with unwanted predators disturbing. Other tip is to wear plate armor if possible. Also I have noticed that some Islands are a bit more difficult in terms of more predator spawns and more alphas spawning (sometimes it even seems bugged). I haven't written down which Islands I have found "easier", but you could try a few different ones. On our very small island there are very rarely predators and alphas, I have seen alpha rattle snake and wolf only once, in a months time or so. I usually run around naked without weapon or bear. there are a few bees but i can run from them or carry a sword. On the beach there usually no bees at all. There are bears there so if you wanna try that island you could. You might have to kill bears to make high level spawn tho but maybe you know that. It is in D11, on the East side in grid, the third island up, if you count/see from bottom grid line. If you are in EU pve I might even be able to give you a nice bear, I have quite a few of them. Just the other day I found 2 abandoned hugh lvl ones on a Beach. The other day I found abandoned elephant and rhino. That is Another tip, sail around doing treasure maps and you are likely to find abandoned tames. Good luck, I know it can be tough but hang in there. Once you have your tames get them a Nice solid shelter (built in stone) if ye want to reduce risk for them getting killed. )
  16. A pinwheel to summon the kraken you want. Magic. An attachment for balistas to pick up flotsam. Or draftnets you can attach to side of your ships maybe. An armor that gives equal hyperthermal insulation that fur gives hypothermal. An accordion song that does harvesting. A stable you can put all your tames in like cryofridge in ark to reduce server load and animal maintenance. A skill in captaineering that adds ship speed and/or sail effective range. Sunken ship loot shoulf have alot more food and songs (atleast 3x) Animal tracker similar to arks gps tracker. Ofcourse this can't be electric but maybe a whistle/call device that has distance of the grid would be nice. Cannons that fire from gunports to not fire in parallel line but all focus on the point you aim at. For all treasure maps to be located near sea level and obtainable by atleast a crab since they nerfed swivels. Cargo rack speed debuff to be reduced by 50% to make it a viable option to carry your ships full capacity of racks without being a slow moving suicide boat. The ability to see atleast whats in player shops via the atlas homepage (not the price just what's in them) to see if it's viable to make the journey and to promote trade. In game company recruitment channel or menu like WoW. The ability for companies to ban players or companies from building and griefing their islands. For rhinos to gather metal from normal stones and get metal weight reduction (or a new tame that does this) Freeports to have hides and keratins at rescource vendor for a price. An option to board your ship from anywhere by use of pinwheel or keybind much the same as tames. A do not collect berries/herbs option for harvesting tames. (A giraffe in polar will get thousands in on head swing and 100 thatch) Water caves with loot like sunken ships. Reduce gorgons stun time significantly. Have specific rescource gains for less used tames (tiger for hides lion for meat wolf for keratins ect) The ability for crabs to pick up bears in pve. Revert the change to crabs ability to jump above 40% weight in pve since it has no relevent affect on gameplay there and was advertised as a weight moving tame in the first place. The ability to throw water skins at fire elementals to deal huge dmg (this would be funny as hell, cmon guys) That's all i can think of at this point in time.
  17. Fire arrow are good against packs, and alpha. But not to good against 1 or 2 basic. Though, all weapons are good. While with a bow you will be able to kill many creatures, even with miss. A pistol will allow you to one shot a lion/tiger/wolf easy (aim the head). So with a double pistol you will be able to kill 2 lvl 30 lion without being touch. A carbine will allow you to shoot very far and kill cobra. Crossbow is fun though, like a winchester but with arrow. But range is very low
  18. EU PVE - The Whales Solitude... Grid B5 - Asgaards Bay at the flag. 14x Bears nonbred - 400g each. (2x 600g) (4x1000g) 10x Bears bred low - 30g a lvl 2x Elephants nonbred - 500g each 2x Giraf nonbred - 500g each 2x Rhino nonbred - 500g each 1x Wolf nonbred - 350g each 2x Horse nonbred - 350g each 1x Crab - 2000g each 5x Razortooth eggs 10k each (25-40) 200+ stam 10x Lions nonbred 500g each 10x Tigers nonbred 500g each Shops: Myth shipyard bp's. Armor bp's. Ironwood and Twigs DiscorD: https://discord.gg/WT7pEec
  19. Actually I wouldn't trust higher difficulty means more spawns. I have difficulty 1.0 and spawn rate 0.5 - and i have less than half of what I would assume i could get on official. Plus practically no carnivores (i saw one wolf corpse and few low level snakes). On the other hand i see very big interval of level possibilities. Level 150 are not uncommon and i saw alphas of level 600+ (i think 925 was highest i saw). So difficulty level in my mind is equal to max level of the creatures.
  20. Hi, I'm looking to set animal to be as they were at launch, for a private server. Where a level 1 wolf tamed will be as strong as a wild one. (so no dmg resistance as there is now). Do anyone has any advice ? Does the settings from Ark work in Atlas too ? Like ->
  21. Hi, I'm looking to set animal to be as they were at launch, for a private server. Where a level 1 wolf tamed will be as strong as a wild one. (so no dmg resistance as there is now). Do anyone has any advice ?
  22. These two posts pretty much sum it up right here. People like the OP are the reason this game is no longer a challenge, and everything has been nerfed into nothingness. I remember when it first came out and I tamed a wolf it was actually comparable to a bear in mele. Now they are worthless. I guess next step is nerf the SOTD so you can take them out by slapping them with your pink ribbons and bows.
  23. Hey @Trader, we got a new delivery Razortooths and i think at the market place spawned new . = pay what you want!!! +++ NEW AUCTION +++ Anne's Crow wild lvl 80 Male (NOT neutered and NO mutation) - Stats 16 Health / 11 Stam / 15 Food / 10 Atk / 15 Oxy / 12 Weight Startbid: 1G - until 20.06.2019 10:29:59 pm CEST +++NEW AUCTION+++Wolf wild lvl 40 (not neutered - 14 Pts in Weight) Startbid: 1 G - until 20.06.2019 10:29:59 pm CEST - pick up: N13 Bids are only possible via our Discord. (PM me for link)
  24. Hello Traders, i want to buy 10,000 Mythos for 30,000 Gold up to a total of 100k Mythos so this will be available only 10 Times hurry hurry !!! (PM me) +++NEW AUCTION +++ FlashKiller98 Grand Tortugar with ruby-red glowing / wild lvl 21 (NOT neutered)- Startbid = 1 G - until 14.06.2019 10:29:59 pm CEST - pick up: E8 Announcement from the seller: "If the auction reach 30k G I provide a little gift for the adventurer of the Sea." +++ NEW AUCTION+++ wild lvl 54 Wolf NOT neutered (no mutation) - Startbid = 1 G - until 14.06.2019 10:29:59 pm CEST
  25. 11.06.2019: - Changed some areas of the map - Added discovery zones to every island outside of a home server - [SHOP] Added Raft - [SHOP] Added Sloop - [SHOP] Added Schooner - [SHOP] Added Brigantine - [SHOP] Added Galleon - [SHOP] Added Crew level 35 and 45 - [SHOP] Added Oil pack - [SHOP] Reduced price of crew - [SHOP] Removed level restriction on starter kits - [SHOP] Ostrich, Cow/Bull, Pig and Horse now cost 200 points - [SHOP] Tiger, Lion and Wolf now cost 250 points
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