ATLAS - WC Dollie


Ahoy Pathfinders!

I'm Dollie, your new Community Manager with training wheels. I'm excited to be a part of the team, especially working on an MMO title focused on Pirates! I've enjoyed meeting new people via ATLAS on the Discord & Forums, along with seeing familiar people from the ARK community. You’ll definitely hear more from me on those platforms, as well as on Twitter.

As for my background, I've had extended experience with running communities or operating in a leadership role across various gaming platforms. Some of you may recognize me from the Official ARK PVP community. For those of you who aren't familiar with me -- I come from a competitive PvP background and have a love of FPS, Survival, MOBAs, and MMOs along with quirky lil indie games. Other Dollie funfacts include my penchant for anything post-apocalyptic, suffering from an unhealthy addiction to pistachios and an equally unhealthy repertoire of bad jokes and puns.

Don't hesitate to message me with all of the things and I’ll do my best to get back to you...or I’ll just pile it all onto Jat's desk. Real talk though, I'm looking forward to getting more involved with the Community, I do read all of your messages but I may not always have time to respond to each one. Rest assured, Jat and I, as well as the rest of the team, do take note of everyone’s feedback and with your help, we’ll work together to shape and realise the vision for ATLAS as the ultimate fantasy pirate adventure.

Now on to more exciting topics!

Thar she streams!

On Friday the 18th of January, at 1 PM Pacific Time, the ATLAS team will be hosting our first ever Developer Livestream! Join our crew at Seattle HQ as they unearth a veritable treasure trove of information and news regarding upcoming content, gameplay changes, and future development plans. You'll want to keep your eyes trained on the waves, or perhaps beneath them, as you might just catch a glint of what's to come!  

It's a few days away, so here's a little early look at some upcoming content:

https://steamcommunity.com/sharedfiles/filedetails/?id=1625892780

https://steamcommunity.com/sharedfiles/filedetails/?id=1625867109

https://steamcommunity.com/sharedfiles/filedetails/?id=1625866286

With so much more planned to be revealed live on stream! Seriously, you'll not want to miss out.

We'll also be opening the floor to questions from the Community! You can ask almost anything here on our forums or on Reddit. We’ll be selecting an assortment of your questions to answer live on stream.

Whether you’re a twitcher or a mixer(er?), you’ll be able to catch us on both platforms at Twitch and Mixer! See ya scallywags then ;)

Performance, Performance, Performance!

Complete Patch Notes

This week is all about performance! Well, that’s not entirely true, there have been a multitude of various fixes. But we’ve made vast improvements to our networking and server performance on our most intense Official Servers has increased by approximately 20% (an in some cases, more). The team are currently working on additional changes which we hope to be able to deploy later this week which will further improve server performance by approximately 25%. Incidentally, we’re not going to stop there! We’re going to keep hammering on server performance so that your grand Naval Battles can take place on the smoothest seas (unless you’re in a storm, of course :P)

Current Version: v11.3 - Fixed an exploit [details coming later] - Additional backend infrastructure for anti-cheat and hack detection v11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) 25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.80 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Commodity trader gold cost increased

We’re going to continue repeating this: it's just the very beginning of our journey. You can expect frequent major (and minor) patches multiple times each week to improve the state of the game - including exploit and bug fixes, QOL improvements, balance and design changes and new content and features. You will always have something to look forward to and the team are already working on some major content & feature additions in tangent with our frequent live game patches, so be sure to tune into Friday’s Stream for more details on that!

Sinking Cheaters!

In our previous Captain’s Log, we expressed how much of an internal priority it was to crack down on cheaters, exploits and general foulness. We planned out a 3 step process:

  • Enable BattlEye
  • playATLAS Tickets
  • Additional Detection & Prevention

Since that initial announcement, we have completed the process. We’ll be continuing to work on our anti-cheat measures, including detecting tools, patching out exploits, and expanding our team to tackle cheaters. There will be no room for them on our network. Over the coming days you’ll likely see a number of complaints regarding bans and, should they be necessary, Company wipes. Cheating will not be tolerated on our servers, that said, please make sure you’re using our reporting tools to alert us of those whom you suspect are playing unfairly. None of our decisions regarding bans and/or wipes are taken lightly. We’ll always aim to be thorough with our investigations. Additionally, as a studio, we’ll continue to funnel resources into dealing with exploits and problems via technical implementation as well as through the efforts of our Game Masters.

Devkit Ho

It’s nearly here! Yes, I know we’ve been saying that for a while but this time we’re so close. We expect to be ready to have the devkit available for pathfinders to download on Thursday or Friday this week. For those of you who have experience working with some of our kits, the ATLAS kit is more robust than anything you would have used prior. It will include a new more powerful map-extensions-type functionality so you'll have a lot of options when creating your server grid. This will facilitate COMBINING multiple Steam Workshop maps ("islands") together in your overall Server Grid OR you can just replace the entire persistent level with a new map. We're excited to get that into your hands and check out all the amazing content you produce.

Dynamic ATLAS Maps Round-Up

The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands.

Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. 

Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges…

The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! 

Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/

[EU PVP]The Whale’s Wrath



Held: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED.

Arrivals: IVANARMY.

Departures: OOOOOOOOOF.

[NA PVP] The Kraken’s Maw



Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation

Arrivals: SNC, No No No, and Destiny

Departures: Order of Freedom, Darkblade Army, and The Late Shift

And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims!

[EU PVE] The Siren’s Call



Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD.

Arrivals: Dos Bros$ and SwiftS.RU.

Depatures: Black Lotus and M.E.R.C Spirit.

[NA PVE] The Hydra’s Den



Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos.

Arrivals: Lotus, and Darksea Dawgs.

Departures: Plunderers and The Salty Seamen.

Show ‘n Tell #2!

Check out our PlayATLAS announcement to see the results of our second Show 'n Tell contest!

Alrighty, that’s it for this post. Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead!

Happy Sailing,

Grapeshot Games

🏴‍☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴‍☠️

Hoist ye sails to our Homepage: https://www.playatlas.com/
Natter n' chatter on Discord: https://discord.gg/playatlas
Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

A lot of people first discover this Pulitzer Prize-winning* column via the Steam pages for their favourite games, and it’s always a pleasure to welcome in new readers to RPS’s most respected feature. So if you’re new, welcome! Please settle in and find out why Steam Charts is the industry’s most respected and revered games journalism.

(more…)

ATLAS - Jat


Ahoy Pathfinders!

Catching this epic Naval battle with the Late Shift on Twitch put the wind in our sails and inspired us to put together this video of the collated highlights to share with you.

https://youtu.be/uk7Ug5wLK2w

Keep a weather eye open for more grand scale PvP as we continue to work on ATLAS and improve the game, with major server performance gains and new features coming soon!

If you'd like to check out the full battle from the various perspectives, you can check them out here:

Pirate Captain, BurkeBlack (https://twitter.com/0BurkeBlack0):
https://www.twitch.tv/videos/361086462?t=06h56s

Modern Day Knight, Fairlight Excalibur (https://twitter.com/FairlightEx):
https://www.twitch.tv/videos/361091490?t=05h22m06s
https://www.twitch.tv/videos/361091490?t=05h48m30s

Bikiest Biker, BikeMan (https://twitter.com/BikeManStream):
https://www.twitch.tv/videos/361180177?t=02m41s

In other news, we also released major v11 today, a bit earlier than expected due to the need to resolve some critical game exploits which you may have seen being abused over some livestreams earlier today. We know how detrimental these can be, and we'll be keeping a lookout from the crow's nest to patch this out as soon as they arise!
ATLAS

Yesterday evening, Atlas developers Grapeshot Games released their 10.71 patch which contained a few minor tweaks and one very fatal—and hilarious—bug (which is now fixed). Upon logging back into the game, players who engaged the hostile Ships of the Damned quickly realized something was very wrong. Normally, these NPC ships prowl the open sea and are a great target for higher-level players looking for a ship battle. But after patch 10.71, these ghost ships were incidentally equipped with rapid-fire cannons with an infinite ammo supply. Players who got too close were quickly slaughtered in a hail of rapid cannon fire.

Within minutes, the Atlas subreddit became flooded with players sharing their fatal encounters with these now super-powered Ships of the Damned. In the video above, for example, Youtuber BattleNex and his crew fight helplessly against a measly level one Ship of the Damned. I love the bewilderment in their voices as cannons shred their ship to pieces, and I'm amazed they were able to kill the ship before being completely destroyed themselves. Other players didn't have the same sense of humor.

"It's fucking stupid," says YouTuber 50ten out of frustration as his galleon is obliterated in seconds by another level one Ship of the Damned. The rates at which players gather resources was more than doubled in a recent patch, so rebuilding isn't as painful as it once was. But 50ten likely lost hours of work due to this bug.

If you want a closer look, I also love Culparex's video of his crew engaging one of the ghost ships and being quickly overwhelmed.

Fortunately, Grapeshot Games was able to fix the bug relatively quickly. At some point last night, patch 10.75 was released that fixed the glitch so that Ships of the Damned no longer had rapid-fire cannons. While it was a short-lived (and very funny to watch) glitch, I'm sure that's little consolation for the unlucky sailors who lost their ships last night.

ATLAS - Jat


Ahoy Pathfinders!

We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam!

Thar she deploys! v10 is now live on Steam!

We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log:

https://steamcommunity.com/games/834910/announcements/detail/1701698220979264823

This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads):

Current Version: v10.42

Claim Flags Changes

- Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them.
- You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build.
- All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live.
- Only admins and above will be able to make changes to company claims.
- Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them.- Fixed some bugs related to Sea Claims.
- Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby
- The time required to steal an enemy claim now decreases the more Claims that enemy team has.
- Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag.

General Changes

- Server performance improvements
- All Cannons/Turrets can now be pin code protected for lever activation/deactivation
- There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports.
- Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on.
- You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster.
- "Favorites" server selection drop-down is added for Unofficial
- Joining through Steam browser server list with password now properly caches the password for ATLAS travel
- Fixed up some temperature scalings and Weather events are now indicated on the HUD
- Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP
- Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has.
- Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag.
- Reduced shovel stamina cost.
- You can now fill waterskins/jars from ground spouts.
- Metal Tools can no longer damage the planks of anchored ships.
- 50 more player levels added, and Skill Points per level increased.
- Loot stat scaling has been boosted (retroactively) by 60%
- Some ship costs have been adjusted, and in some cases reduced by approximately about 50%
- Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat!
- Eating poop is now instant-death
- Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations)
- Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes.
- Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour
- Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot)
- Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets
- Explosive Barrel weight has been increased
- Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking
- Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking
- Puckle damage has been increased and also been made more effective against armour
- Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats)
- Updated some legacy sounds and icons
- Updated stair collision on shipyards
- Fixed a bug which prevented passive feats from applying after death
- Fixed a bug with the torch which caused it to repair endlessly
- Lighthouses can now be lit even if they are touching water
- Using a bucket on a tamed cow now causes the bucket to lose durability
- Fixed a bug where players would get stuck in the crouched position
- Fixed a bug which sometimes would occur where players would disconnection when being invited to a company
- Fixed a bug which prevented creatures from receiving experience points above a certain level
- Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range
- Rewrote structure destruction logic to avoid cases of floating structures
- Inventory ranks per structure and creature will now work for companies
- Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks.
- Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true
- Gunmounts are now colorizable
- Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone)
- Gateways and Gates are now crafted in smithy instead of player inventory
- Fixed an exploit with Prying Eyes
- Can no longer glide up mountains with the glide suit
- Fixed an exploit which allowed you to gain massive height when using the zipline
- Fixed a building exploit which allowed you to float structures and fortify walls with floors

Creature Related Changes

- Sea Monsters' damage has been reduced by 66%
- Tamed Creatures take 20% less damage
- Wild Alpha creatures HP and Damage reduced by 20%
- Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility
- Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event.
- Penguin AoE insulation now scales by level, the higher the level, the more insulation.
- Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts.
- Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff!
- Updated affinity ineffectiveness values based on the recent x2 taming increase
- Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames.
- Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping.
- Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3.
- Updated some undesired movement speed bonuses on tamed creatures
- Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently.
- Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away)
- Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size.
- Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value.
- Added durability decreased to the bucket when milking.
- Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures!
- Added Lion roar animation.
- Fixed fur stretching on Wolf's face and hind leg
- Decreased Crocodile swim speed.
- Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate.
- Baby breeding balance changes to compensate for the overall creature regen changes.
- Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc.
- Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc.
- Updated taming foods to allow a variety of items to be used in taming creatures.

Effectiveness left(more) to right(less):

Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries

Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats

Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats

As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that!

As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes!

Complete Patch Notes

Captain Exploits and the scummy seadogs!

It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it:

Basics of Anti Cheat & Support: BattlEye Implementation

Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters.

Secrets of Anti Cheat & Support: playATLAS Tickets

As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows.

Code of Conduct

You can click here if you’re seeking some assistance! Please be patient as we work through the kinks and get these under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance.

We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change.

Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention

Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters!

Dynamic ATLAS Maps Round-Up

The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands.

Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim.

Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges…

Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land!

Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/

[EU PVP]The Whale’s Wrath



Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B

Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF.

Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company.

[NA PVP] The Kraken’s Maw



Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails.

Arrivals: OwO, The Federation, and The Late Shift.

Departures: MAGA, INFINITE, The Goodship Misery, Radium,

And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims!

[EU PVE] The Siren’s Call



Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs

Arrivals: Black Lotus, Tacorsair, and SouL SanD.

Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky,

[NA PVE] The Hydra’s Den



Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co.

Arrivals: CN-adilt supplies, Paragon, Narcos,

Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat.

Show ‘n Tell!

Check out our PlayATLAS announcement to see the results of our first Show 'n Tell contest!

Alrighty, that’s it for this post. Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead!

Happy Sailing,

Grapeshot Games

🏴‍☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴‍☠️

Hoist ye sails to our Homepage: https://www.playatlas.com/
Natter n' chatter on Discord: https://discord.gg/playatlas
Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS

We saw this very toxic culture emerge in the [Atlas] subreddit. ...There were lots of derogatory slurs.

MisterWoodhouse, Atlas subreddit moderat

Atlas is a sandbox pirate MMO where players can do anything from farm crops to explore ancient ruins. But take a look at Atlas' most popular subreddit and it's quickly apparent that many are occupying their time with a different objective: Warring with Chinese players who inhabit Atlas' North American and European PvP servers. Over the past month, the rising tensions between Eastern and Western players has been a hot topic among the community. And while a little bit of smack talk can be okay, it's also boiled over into outright racism and xenophobia.

"A lot of it stems from ARK: Survival Evolved," MisterWoodhouse, a moderator on the Atlas subreddit tells me. "There was a pretty decent amount of East versus West tension there in the official PvP servers, but it really got out of hand with Atlas because it's a large-scale MMO-style game."

Though the two games share a lot in common, players in ARK are divided into discrete servers so interaction is limited to those who are also play on that same server. Atlas, however, stitches dozens of servers together into one massive world map that can house around 40,000 players at one time. Players start in one of several safe beginner servers and, by sailing to the edge of the map, transfer to adjacent servers that each hold a maximum of 150 players. It's similar, in a way, to EVE Online, which also has one world that everyone shares together albeit with a much bigger limit on how many people can occupy one area at one time. 

East versus West 

Atlas' two PvP servers (one for America and one for Europe) are meant to encourage war between player-run guilds called companies. Beyond the safety of the beginner servers, anyone can kill you without consequence. But shortly after Atlas' release many began complaining about the presence of Chinese players who appeared to be highly coordinated and highly aggressive. "Literally everyone is getting shit on by them," wrote redditor 'manicscanic' in late December. "They don't care [what level you are]. They will find you and kill your raft. It's not even about skill or anything all they have is numbers completely obliterating everything they see."

Manicscanic detailed a personal encounter with Chinese players that ended in their death and the destruction of their ship—a widespread occurrence given the number of Reddit posts that echo similar stories. In both PvP servers, Chinese companies have become some of the largest and most influential. On The Kraken's Maw, the North American PvP server, a Chinese group called CTSG has claimed a significant portion of the map. On the subreddit, players frequently recount their battles with these Chinese groups. Other threads claim Chinese players are also using exploits and hacks to gain an unfair advantage in combat. As MisterWoodhouse explains, many of those discussions became hotbeds for outright racist and toxic behavior. "We saw this very toxic culture emerge in the subreddit," he says. "Lots of people were going beyond saying, 'Hey this is the West versus the East', and were getting into pretty racist comments. There were lots of derogatory slurs." 

According to MisterWoodhouse, players were even going so far as to share around a list of words that they hoped would trip China's strict censorship monitors. The idea was that, by spamming these words into Atlas' in-game chat when you were near a Chinese player, they might end up getting investigated by the Chinese government and potentially arrested.

As the tide of anti-Chinese sentiment began to rise in the Atlas subreddit, the moderation team (MisterWoodhouse and two others) finally had to take a stand. Last week, MisterWoodhouse created a stickied thread warning that "Racism will not be tolerated." In that thread, he encouraged players to report any racist comments they saw and warned that offenders wouldn't be given second chances. That zero-tolerance policy has curbed the problem, MisterWoodhouse tells me, though he expects it'll flare up now and again.

"Basically I look at each situation individually," MisterWoodhouse says. "If the post or comment has value in terms of discussion or politics in the game and doesn't have any objectively derogatory slurs, I'll let it fly. They're just wanting to discuss what people are experiencing as natural tension between these two cultures in the game, and it's something that I think the game will be known for. It's interesting to see these real-world politicking going on, but we draw the line when people get into slurs or offensive stereotypes and things like that. If they're just discussing like, hey, we're going after this Chinese company or join our alliance of North Americans, it's probably going to fly."

But knowing where to draw the line between actual racism and regional smack talk isn't always easy. In Atlas, players can customize their ships in a variety of ways including painting or importing graphic designs to display on their sails. Naturally, that's become one of the ways players are displaying their loyalties to one side or the other. Some are pretty innocent, like this galleon sporting an american flag, while others subtlety hint at more troubling political stances or weaponize Japanese-Chinese history. This post, for example, shows players how to play Star Spangled Banner on their in-game instruments as they ride into battle, which is tame. But another post shows a lone Chinese player's corpse hanging from a noose (players can take prisoners and execute them), which is disturbing. 

These posts also call into question what methods Studio Wildcard (which is developing Atlas under the name Grapeshot Games) is taking to prevent toxic behavior in-game. Currently, Atlas has no method for players to report one another in-game, which is baffling. Taking a quick browse through Atlas' official forums and the subreddit, I didn't have to look hard to find posts complaining about in-game harassment, griefing, and toxic behavior going unpunished.

While many players seem to enjoy the rivalry, others want Studio Wildcard to ban all Chinese players outright or give them specific Asiatic servers they can play on instead. This isn't the first time Chinese players have been accused of disrupting a multiplayer game, though. PlayerUnknown's Battlegrounds also faced a similar predicament when Chinese players began to flood its western servers.

There are some practical benefits to this solution, as MisterWoodhouse points out. "People definitely worry about latency when it comes to global games like this," he says, pointing out that part of the frustration with fighting Chinese players is that their high latency makes them harder to hit. He also points out that this would help alleviate the problem of players waking up in the morning to find their bases and ships destroyed by Chinese players overnight and vice versa, because each region is active at opposite times of day. But those hoping for this solution shouldn't hold their breath. Studio Wildcard already said that region locking was out of the question and releasing a videogame in China comes with its own obstacles. One solution, though, would be to base servers in other Asiatic territories with less restrictions on gaming.

For now, it seems like Chinese players are here to stay, and volunteer moderators like MisterWoodhouse will have to shoulder to burden of keeping their respective communities free from toxicity and racism. "With the ARK subreddit, we noticed that these things come and go in cycles," MisterWoodhouse says. "If there was a dominant tribe that was taking over a server and there was issues of glitching or duping, that would bombard the subreddit for a couple of weeks. But then it would die down. I think we're going to see that in Atlas."

ATLAS - contact@rockpapershotgun.com (Alice O'Connor)

Today brings good news for Atlas players who respond to grind with an “Oh no!” rather than the customary “Yo ho!” Reducing tedious grind is a big target of the piratical sandbox survival game’s early access update v10, launched this afternoon, and that sounds welcome. Atlas proudly declares it’s from some of the makers of Ark: Survival Evolved, and its heritage is evident in the UI, the bugginess, the grind… and how popular it’s become despite all that. Like Ark, it dreams a big dream that few games rival, even if it is a mess. So I hope enjoy a slightly less tedious dream, you wild-eyed seadreamers.

(more…)

Grand Theft Auto V Legacy - contact@rockpapershotgun.com (Alice O'Connor)

Ho ho ho! John still hasn’t returned after Christmas, missing presumed drowned in egg nog, so I’m filling in today. Valve have already blarbed about 2018’s best-selling games so we’re back on the weekly charts. Last week’s top ten was largely familiar, though catching the tail end of the Steam Winter Sale has introduced a few surprises.

(more…)

ATLAS - Jat


Ahoy Pathfinders!

Hang on... Captain’s Log on a Friday? Yes, it’s a little earlier than we had planned (first for everything, amirite?) but earlier this week we released a significant update based on the Community feedback we had received as the game has now been available for two weeks.

We’re going to do a quick rundown of the updates leading to v9.3, as well as discuss our huge incoming patch, v10 which will drop anchor on Monday Noon EST (or around then at least, we’ll keep you posted on social media!)

All th' stuff 'n thin's

If you wanna skip the meal and just check out the changelog, you can do so here:

https://steamcommunity.com/app/834910/discussions/0/1742229167204313065/

As highlighted in previous Captain’s Log, our number one priority was making sure that the game was stable from a client and server perspective, that there would be minimum connection issues, and we’d be handling data issues with a broadside of fixes! Since the launch itself, the game has tremendously improved in all 3 of these areas. Our crashes have statistically reduced by 97%+, players can get in and fully experience the ATLAS, and as of v9.3, we had solved many critical cases where Company and Alliance data would have been lost. There are still many more things we want to do in this area in the coming days and weeks ahead -- you can expect us not to rest until server baseline performance and hitches are much further improved.

Released notes up to v9.3 - Resolved massive server-side stalls related to perf large companies - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed some server crashes - Slightly improved server performance and generally reduced server stalls

Upcoming changes in v10 - General note regarding server performance improvements, stalls, connection issues, etc (We’re going to work on improving this constantly!

However, that’s not all that we wanted to address! Since the launch, we have received so much support and feedback from our Community Hub, Steam Forums, Reddit, Discord, and social media. The team have been working hard on development, whilst watching with our prying eyes to see which to determine what needs addressing. Patches up to v9.3 and the incoming v10 have been planned to improve ATLAS’ as a game from its core based on most impactful, important, and how immediately we could see results. We won’t go into the thought-process details for each specific note, but we’ll try to give you guys a general idea around our decision making.

Please note: these changes are not the only thing we’re going to do. There will be a boatload of updates following v10 too, every few days another major drop. ATLAS launched as an Early Access title, and we are a highly iterative development team. We’ll continue to pump out patches to improve the game and get it where it needs to be! So if there’s something in here you feel like we’ve missed, let us know on our Community Hub, Reddit, Discord, Twitter, etc. We’re watching like hawks and consuming like hogs; we will make adjustments; whether that’s introducing new things, tweaking, or taking a step back and redesigning. That’s what this development process is all about, shaping and growing the game rapidly with your input. It’s gonna get chaotic and messy at times, but we appreciate you weathering the storm as we sail into calmer waters! <3

Lemme be a pirate, Grapes!@# Games!



So two things. One of the coolest aspects, without a doubt, is that you can be a fully fledged pirate. You can captain a crew, sail one of many boats, have a fleet, hunt for treasure, explore and discover islands, pillage, plunder, salvage -- the list goes on! However, at launch, we perhaps made this a bit more difficult and tedious than it needed to be. We love being a bit hardcore but it was clear to us that adjustments were necessary. In no particular order...

Released notes up to v9.3 - Default resource and taming speeds have been increased to 2x as the baseline. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Increased the base carry Weight of all ships by +40%

Upcoming changes in v10 - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - Some ship costs have been adjusted, and in some cases reduced by approximately about 50%

We believe that these first steps will help us get players to experience the epic piracy side of the game much sooner, whilst overall not having too much of a heavy impact on our balance and design.

Captain Grapeshot, Why do you hurt us with these hardcore mechanics?

Well, you know what they say… pain is love and love makes the world go ‘round. ( ͡° ͜ʖ ͡°)



But in all seriousness, we can be a bit overzealous at times, what can we say? We like it a little rough but we understand when things go too far, sometimes it just takes the fun out and that’s when we need to consider, is this piece of the puzzle really worth it?

Sometimes aye, but also, sometimes nay! At times we should consider not punching people in the face when all they want to do is sail their raft and build a thatched home. What are some of the nays? Cooking, land ownership, survivalism, progression, and creature balance. Here are some of the adjustments we’re going to make to deal with the nay;

Released notes up to v9.3: - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Buffed Tamed creatures HP and Damage globally by 25%

Upcoming changes in v10: - Claim Flags now allow a "Neutral Zone" setting which allows any other tribes to build within them, with the specified tax rate applied to them. You are also able to specify an inclusion or exclusion list to these, to only allow or exclude specific company ID's / player ID's. All claim flags will have this enabled as a default setting when placed, and this will also be a retroactive change. However, it will not function until Wednesday the 9th of January at NOON EST, where we will release another server update to make Neutral Zones active. This means you will have two days, from Monday to Wednesday, to decide and adjust the settings on your claim flag before the change is live. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Sea Monsters' damage has been reduced by 66% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Fixed up some temperature scalings and adjusted Fortitude stat effect

Alrighty, fair enough Grapeshot… but what else? Betcha didn’t know that <thing> is <state>!



Yes, there are still a number of things we plan to address and change going forward. This isn’t the be-all end-all of our updates. There are more fixes, balance changes, new game features and content just beyond the horizon (basically daily) so if there’s something which you feel is important and we haven’t addressed, let us know. It might have been something we’ve overlooked, it might be something we’re tackling in an upcoming patch, it might be something we’re still sitting on to see how things fair, guess you could call us seafarers XD!

You can be reassured that as each night passes, we’re fully dedicated to ensuring that ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! And on that note, here are some additional patch notes that we’ve made up to v9.3 or will be making in v10 such as addressing fire-from-the-depths-of-hell arrows and gatling mortars. These notes are pretty miscellaneous and tackle many things at once.

Released notes up to v9.3 - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium - Default resource and taming speeds have been increased to 2x as the baseline. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged.

Upcoming notes in v10  - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - Lawless servers can no longer be specified as Homeservers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn.  - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel  - Weather events are now indicated on the HUD - Armour effectiveness will be adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations)

Show ‘n Tell!

Hear ye, hear ye!

We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize!



Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media! We’ve created a dedicated thread for submissions, don’t hesitate to show us what you’ve got cause we’ve seen some pretty cool stuff so far!

Show ‘n Tell #1! Deadline: Monday 7th Jan

Alrighty, that’s it for this post. We will have a general Captain’s Log on Monday, most likely late night as that’ll be patch day. Next week we’re also looking forward to getting the ATLAS Dev Kit into your content creator hands and seeing what amazing new gameplay mechanics and environments the community can come up with! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead!

Happy Sailing,

Grapeshot Games

🏴‍☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴‍☠️

Hoist ye sails to our Homepage: https://www.playatlas.com/
Natter n' chatter on Discord: https://discord.gg/playatlas
Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS

On January 7, Atlas developer Grapeshot Games is hoping to push out a patch that will, among many positive changes, make eating poop a death sentence. It doesn't specify whose poop you have to eat, but I'm assuming any old turd will, come Monday, turn would-be fecal feasters into corpses.

It's probably one of the smallest changes in Atlas' upcoming 10.0 update, but it caught me so off guard, despite patch notes frequently being full of weird stuff. Fans of ARK: Survival Evolved, Atlas' spiritual successor, will be well acquainted with poop-eating shenanigans. The difference here being that any doodoo devouring is instantly fatal in Atlas.

Take a look at the Atlas subreddit, though, and you'll see that's not what has everyone cheering (for the most part). It's update 10.0's other changes that are cause for celebration, as they, combined with the previous patch, will hopefully make Atlas significantly less punishing and more fun.

Since its release back in late December, Atlas was panned for how awful it was to play during those first few days. Servers buckled under the massive influx of eager sailors, making the game borderline unplayable, resources were extremely scarce, and players were in a constant war against Atlas' aggressive survival systems that necessitate managing such granular things like your vitamin levels. Those who were able to escape dying on the starter islands found the open seas even less forgiving. True to Atlas' nature, other players were already living out their lives as murderous pirates, but even worse were the hyper-aggressive NPC ghost ships that would spawn en masse to smash your schooner to bits. Players were frequently losing dozens of hours of work in the blink of an eye.

But things have been getting better, as noted by the remarkable change in tone in the Atlas subreddit. Patch 9.2, for example, doubled the rate at which you could tame animals or harvest resources, turned off ship collision damage on PvE servers, and made sailing in general much easier. Now, ships can hold 40 percent more stuff and won't be made a sitting duck if the winds aren't blowing in the right direction (but you'll still have to manage the direction of your sails properly). The spawn rates of those pesky NPC ghost ships has also been nerfed hard.

Patch 10.0, which Grapeshot Games is hoping will arrive on January 7, expands on that with even more changes that could make Atlas a lot more fun. The resource requirements for ships has been lowered by as much as 50 percent in some cases, which will make various ship types much easier to build. Merchants will also now sell "Ramshackle Sloops"—beginner versions of the sloop that are less durable and can't hold as much, but are cheaper and provide a shortcut to get into sailing.

By and large, Atlas players seem happy with how quickly the game is changing course. Right now, the subreddit is full of posts like "Well done Atlas devs" where players are talking about what a positive change these updates are making. If you want, you can check out the full patch notes here to see what else is coming in update 10.0 and, just as importantly, what Grapeshot Games has in store for the future.

I reached out to Grapeshot Games to figure out why the hell they would make eating poop instantly kill you. I'll update this story if I hear back.

...