We’ve seen some interesting action over the past week whilst Anarchy rules! Players have found imaginative ways to entertain themselves within this no holds barred meta whilst we gather useful data for the future. Meanwhile, the team has had in-depth discussions regarding the upcoming patch, with some specific focus on claim and war systems. There will be some adjustments to our previously announced plans and this Captain’s Log will outline the details that have emerged during this process. The specifics will be honed and adapted as we approach the PTR as well as the launch of these new systems.
March Mega Patch Update!
If you didn't have a chance to read our previous Captain's Log, please do so as it covers a lot of information regarding our massive update coming later this month, and will add some clarity to the changes we discuss below.
We’ll be making some general changes to the system which will impact both PvE and PvP servers:
The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance.
Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP.
There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages.
PvE Claim Changes
We received an extensive amount of feedback from the PvE community regarding our upcoming changes. The overwhelmingly clear message was a desire to retain some form of a claiming system. One aspect of the design is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state.
We understand that there are some concerns regarding how that could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement.
With the Mega March update, the claim systems on PvE will change from being lawless-esqe servers to the following:
Use the same claim system as PvP, but remove the raidable hours and war aspect. This means that players will be able to claim islands, and anyone can build on those settlements. Each settlement will have an upkeep cost which is based on a variety of factors such as the islands ranking, the number of settlements that company has, and how many different companies are building on the settlement. Settlement owners will be able to set a tax rate, and also players will be able to place their player run shops on the claimed land.
However, we are planning some PvE specific changes
We’ll be imposing a hard limit of Claim Points equivalent to one small island for single players.
Companies will be able to own multiple settlements, but there will be a hard limit and it will be based on Island Points and the number of players who are currently in that company. This means that larger companies will have access to more ‘Claim Points’ and are therefore able to settle on more islands with higher rankings, however, we will still be imposing a relatively low cap.
Company alliances will no longer be enabled on PvE servers. We understand that there are some legitimate use cases, however, in this sandbox environment, we believe they will primarily be used to game the system and get past company rules/limitations. We recognize that this may impact how trading communication takes place on PvE servers and we are looking into an alternative option for players.
PvP Claim Changes
We’ll also be adding some new options along with changing how cannons are used during raidable/wartime hours.
Give claim owners the option to enable allied companies to build cannons on their lands
Give company owners the option to allow allies to use their cannon (governance setting)
Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK.
Delay on joining a new company or alliance after leaving one (24 hours)
Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy.
We recognize that there has been a lot of feedback regarding alliance limitations and how they impact mid-sized companies along with the role they play when sharing territory. This is something we are currently discussing and we may have an update for you closer to the time of the patch.
Player to Player Secure Trading System
This update will also include our first phase of the Player to Player secure trading system! We regard this is an important aspect of the game, alongside our Player ran shops, which you’ll be able to experience later this month on the PTR!
Procedurally Generated Shipwrecks
The March Mega update will also be introducing a new environment objective for players to explore whilst out at sea! Procedurally generated shipwrecks exist as a new source to loot for items and blueprints. You’ll be able to find them randomly populating throughout the sea floor, with a higher density present around the underwater trench. You can find them by diving deep into the ocean or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks (procedurally generated or player-made).
We’ll have various types with their own unique looks. Players will need to swim into them to locate the chest to loot, which will vary based on the shipwreck.
The structural pieces (planks) will not be able to be harvested, and the submarine can just directly attack the shipwreck to harvest the loot. Once the chest inside the wreck has been activated, it will begin a timer which will destroy the wreck, additionally, looting it entirely will also cause the wreck to be destroyed.
Please keep in mind that this will be our initial implementation for these procedurally generated shipwrecks and we’ll be expanding on them in a future update, as well as introducing more PvE content for players to explore and experience.
Public Test Realm (Test Live)
This update, including the war system and claim changes, will be making its way to our Public Test Realm before it hits the entire Official Network and will be accessible for all players for both PvP and PvE. We anticipate that Test Live will be available to play around the 20th of March but will keep you posted should there be any more updates as the time approaches.
We appreciate all of the feedback you’ve shared regarding the update and will continue to work on improving the systems, and the game by incorporating aspects of that feedback into our existing developmental pipelines as well as our vision for the game!
Upcoming Major Version
We’ll also be releasing a major version update on the 8th of March, which will contain a massive overhaul to the way items are replicated on our networks. This should result in a considerable performance gain and reduction in bandwidth on servers, and due to the scale and necessity of the changes, a major update will be required.
Additionally, we will be rolling out the Peg Leg and Hook Hand cosmetics which can be acquired at your nearest Freeport!
Dynamic ATLAS Maps
Our roundup of the Dynamic ATLAS Maps will be on a temporary hiatus due to the current Anarchy patch and the fact we have announced the wipe. It will be making a return when the ATLAS relaunches with the new claim and war system.
Show ‘n Tell #5!
We saw an impressive array of submissions in this fortnight’s edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch by heading to our Community Hub!
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🏴☠️
This Captain’s Log will go into some of the finer details of what we shared during our livestream earlier today. If you didn’t have a chance to watch it, you can check out the full VOD here, which also includes live gameplay of some of the upcoming features:
In previous logs, we stated that we would be visiting some major design aspects of the game which make it more accessible for smaller groups and solo players, along with reducing the steep climb necessary to experience some of the later game content. There is a lot that we want to do over the coming months, and this update will be the first of many to help resolve these problems. However, before we get into that, we’d like to talk about something pretty important.
Official Server Wipe
With the release of this first milestone, we will be wiping all our Official Networks. This is not a decision we’ve taken lightly, however we believe based on a number of reasons that this will be the best move for the game, moving forward.
First of all, the changes we are planning for this update are huge. We are completely redesigning the world layout, introducing new island types and biomes, adding new playable areas beneath and upon the ocean along with completely revamping the claim system. Due to the impact of these changes, we believe a wipe is the best course of action so that you can experience the update in a fresh environment, without being influenced by any of our legacy or deprecated code.
The wipe will allow us to see whether the changes we’re making are heading in the right direction, or whether we need to sit back as a team and further adjust our design for the game. We believe that these systems, which we’re going to discuss in more detail, are some of the most important and core aspect of ATLAS. Using your feedback, insight, and creativity, we want to build on the foundation of the game throughout Early Access and we’re willing to make the changes necessary, no matter how large, to get them to work. Whether that means more content, complete redesigns, or wiping the network when big changes have come in.
Secondly, since ATLAS launched as an Early Access title, there have been a number of bugs, exploits, and patches made to the game that have had a significant impact on the state of the persistent world. A number of players have benefited or have suffered grievances due to these various since-fixed issues, whether they were taking advantage of crafting exploits, alpha babies, duping, or had their boats sunk by Gatling Ship of the Damned.
As such, being a game that is focused on players building an empire, claiming and ruling over what’s theirs, and being the hero or villain they were meant to be; we believe that a wipe is necessary to put everyone back on an even playing field.
Furthermore, we’ve been a little more soft in some cases when it came to players taking advantage of these game exploits. After the first wipe has taken place in March, that will no longer be the case. We will still prioritize fixing issues/bugs/exploits, so we encourage you to work with us when you’ve discovered something that could be exploitable. That is our mandate, fixing and resolving game problems, however we’ll be taking a more firm stance against the serious cases where a company has used an exploit without coming forward which could result in company-wide and or alliance-wide punishments.
Finally, at the end of March, when this update drops, we’ll be commiserating those of you who have taken part in ATLAS’ first iteration. We’ll be rewarding all players who have ever logged into Official ATLAS prior to the wipe with a special cosmetic item that you’ll be able to keep post-wipe. Please keep an eye out for our announcements for when the deadline is, so you can be sure to get the cosmetic!
Please note that this wipe will not be forced on Unofficial Servers, however the old claim flags will disappear and you’ll have to replace them or allow them to naturally populate.
March Milestone!
With this patch, the team have a number of primary and secondary objectives. With our primary and biggest changes we hope to address the following:
Players not being able to find land to build a base on both PvP and PvE
Offline Raiding
Incentivizing large companies to work with smaller and solo groups
Players not being able to connect/spawn on a server
We recognise that these aren’t the only aspects of ATLAS which need to improve. There are problems with the new player experience, how punishing it is to recover after you’ve been defeated, server performance during large epic battles, viability of creatures, weapons, boat builds, etc. The list can go on and these are things which we plan to address, and more in the coming months ahead.
This patch, however, will primarily be focused on the points we mentioned above, and will hit our PTR/Test Live Environment a week before it makes its way onto the main game, so you’ll be able to get an early look at it and experience it on that network.
Please let us know your thoughts about this upcoming update, we value your feedback and insight. We don’t claim to be omniscient, and you may raise attention to something we hadn’t considered which will either result in us adjusting the design further, or we’ll consider how to tackle those concerns at a future date.
Claim Revamp and the War System!
Firstly, we’re going to be making a number of changes to the claim system and introducing a new war system with this update. Please read through the entire design, as both systems will work with one another.
General Rules
Players can now build anywhere, without owning a Settlement (an island which has been claimed).
An island which has been claimed is now known as a Settlement.
Only one claim flag can be placed per island, and the owner (player/company) is the owner of that Settlement.
There will be a hard limit on the total number of claim flags.
Islands are given a rank based on their location, size and how valuable they are. These rankings will be used to determine upkeep, as well as identify the Top 10 Companies which will be a sum of all the islands that Company has claimed.
Structures that are built on islands that are not Settlements can be raided at any moment.
Fog of War and Shroud of War have been eliminated, so the entire ATLAS will be shown to everyone.
World Map will now show the name of an Island (which can be changed by Settlement owners), who a Settlement is owned by, the current tax rate, and the current war status of the island.
Islands will have colored overlay for ownership (Owned by you, an ally, or non-ally).
Company Updates
NPC crew on offensive/defensive seated structures will no longer count towards the tame limit whilst seated.
Company limit has been reduced to 250 members
Group ranks have now been increased to 10
Alliance changes will now be logged in the Company Log
You can now sort the Company log to display entries from top to bottom
A new group setting which can grant ‘owner’ permission for company members, which can only be set by the owner and unset by the owner. Members with the ‘owner’ permission will not be able to remove the actual Company Owner from the company.
An alliance now only contains a maximum of 4 companies
A company can only be in 2 different alliances at a time.
Claim Flags
Sea Claim Flags have been eliminated
Claim flags can no longer be used to steal structure ownership on land
Claim flags can no longer be merged into other companies
There will be a hard limit on the total number of claim flags per company. For example, 20. Numbers can be adjusted.
A claim flag cannot be placed without a tax bank.
Claiming an island will take a fixed amount of time plus an additional amount per claim flag owned. For example, 1 hour to claim and +1 hour per owned claim flag. Numbers can be adjusted.
Declaiming will always take a fixed amount of time. For example, 2 hours. Numbers can be adjusted.
Claim Flag Upkeep
Claim Flags now have an upkeep cost which is paid from the tax bank
The upkeep cost will be an assortment of resources.
The upkeep cost will scale on the size of the island, the total number of claim flags a company has, and how many different companies/players are building on the island.
Players can only place items into a tax bank that go towards upkeep
Claim Flag will have a grace period after successful claim to allow resources to gather in a tax bank before upkeep is charged
The claim flag will visualize if the upkeep will not be met, so players are able to contribute directly to the Tax Bank. The Tax Bank will now stack resources like a ship resource box.
Settlements
Settlement owners must set a window of vulnerability, currently set to 9 hours, where their island is raidable. Outside of this window, players, structures and ships will not take damage from other players.
There will be a timer on players before they receive the invulnerability status.
Anchored boats or docked boats will follow these same rules, if they are in the radius of a Settlement
Non-settlement owners who have cannons on ships and are anchored shall not be allowed to fire cannons outside of wartime.
Settlement owners can freely damage other characters and structures on their island.
Settlement owners can set taxes on their island which will automatically be deposited into the Tax Bank
Structures that are built on a Settlement which do not belong to the Settlement Owner will have a decay timer.
Player Run shops which are placed on islands can also be taxed by Settlement owners
Declaring War
Players can purchase a war token (significant cost) which can be used to declare war on an island.
When war is declared on an island, players must select a schedule time in the future (3 days to 1 week)
Only one war can be scheduled at once
There is a cooldown after a war has ended before another war could be declared on that island
Declaring war is per-island, so it is possible to declare war against multiple islands at the same time.
The UI will indicate whether an island is experiencing Wartime soon or is currently in Wartime.
Wars will last a fixed period of time
When an island has been deemed warlike, building rules no longer apply. After the war has ended, the normal rules are enacted again.
Settlement Build rules
Only the owner of a Settlement will be able to build offensive structures (mortars, cannons, and swivels) on their island, outside of Wartime.
Other companies can build defensive structures (puckle) at any time.
Other companies can build offensive structures ONLY during Wartime. Outside of Wartime, these structures are non-functional (inactive and unusable)
Notification System
Players can sign up for email notifications related to company log activity
Company Logs that have any physical in-world location shall now include the grid and GPS. (e.g a boat was sunk on K5 at 50 50)
Discord Webhook for in game company notifications
Lawless Servers
Will continue to operate like normal, no islands on these servers can be claimed.
Reduced structure placement rules
Damage decay added over time on all structures
PvE Network
No claim flags
Damage decay overtime added to all structures
A new auto-repair structure which players will need to upkeep to prevent structures from being destroyed by decay.
World Redesign
This milestone will also introduce some world changes to the ATLAS itself. The overall objective from these changes is to provide players with more land to use for their bases, as well as a general update for our current biomes and introducing new areas to explore.
Over 200 islands added to the network, approximately 1 additional island per grid.
Players can now set any server as their home server. Following the wipe and the potential for freeports to be overloaded, we’ll be temporarily enabling setting any ATLAS server as your homeserver. Additionally, we’ll most likely create a respawn on current server option too.
Full Patch Notes for March Milestone
New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks
The submarine can also light up its surroundings, and will require fuel to run. The fuel cost will be based on movement, so the more it moves, the more it uses. Additionally, there will be a higher cost for movement that is lateral (forward/backwards) compared to longitudinal (upwards/downwards). The submarine will not outclass ships as you’ll need to pay a lot in fuel costs to be able to travel far, the intention is to use them in these underwater deeping-diving scenarios. It’ll be unlocked and can be driven by defeating the Kraken, though players will be able to be passengers in other users submarine’s without having completed the Kraken quest.
New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab.
The trench will be found on the Golden Age Ruin servers and contain 8 new power stones which can be used to unlock fight a more difficult version of the Kraken. It’ll be an area where players can find new resources, new creatures, such as the Crab with more to come in the future.
New Creature: Giant Crab. It can heavy loads, along with players, tames and wild creatures
The crab can be found in the Trench and it is a tamable creature. It’ll have the ability to carry and throw other players/creatures, and it can also jump very far. These abilities may change over time as we progress further into ATLAS’ development.
New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style
We’ll be updating the eastern side of the Tundra to have it’s own unique design!
New Structure: Guillotine. Hanging your foes in a noose taking too long? Off with their heads!
When you behead another player, the game will remember their facial appearance and hairstyle, which can be used as decoration on wallhooks (on gunmounts too)!
New Feature: Curses. Tied to the execution of players
When executing a player, you’ll now receive a % of their experience points. This will have a cooldown, so it cannot be used to quickly drain/transfer experience, and some general experience will be lost when the transfer occurs. We’re not intending for this to be an incredibly aggressive feature, but something more fun which occurs when executing players. We’ll be expanding the curses system more later on.
New Feature: Squads (ships) of the Damned will now come in multiple size variations with different stats and difficulty levels.
Ships of the Damned will now appear in squads! They’ll contain an assortment of various types including Galleons of the Damned, Brigantines of the Damned, and Schooner of the Damned. These types will determine their difficulty, and the loot will scale based on the level of the damned, as well as type of damned that the squad is comprised of. For example, a Squad containing 2 Galleons is going to reward better loot than a Squad containing 5 Schooners. Loot will be rewarded on a per-ship basis. The intent behind this change is to make the fight less predictable and a more interesting experience out on the seas. We are not planning for them to be killing machines or an immense threat, they’ll still maintain a reduced targeting ranged and players will have the choice whether to engage in battle or to flee. However it should be noted that they will now share the same target when attacking.
New Cosmetics: Peg Legs and Hook Hands.
These will be acquired through the cosmetic vendor in freeports, as they won’t be providing any stat benefits, we prefer that they are readily available for players. You will not be able to equip both the left hand and left leg (or foot) at the same time. Additionally, it will not be colourizable nor can it be used on naked characters but we are working on both of these aspects.
Rest of the notes
New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices.
New Cosmetics: Multiple Armor sets to customize the look of your company and crew! Provided as a permanent unlock for completing the Quests in addition to skill rewards.
Territory map will now display allies as teal-coloured
Character creator now has a Height slider to make it easier to set your character's desired height
Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks
Global territory message updating
Currently contested claims will be indicated on the minimap
Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way.
Vitamin Rebalance
Pistol Reloading now changed to have the mini game appear back to back, rather than through various points of the animation.
Various spawner adjustments & fixes across all islands
All servers can now be set to a home server and have unique spawn points
Players can also respawn on the server they died on
Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them.
As more changes are made to the patch, these notes will be edited to include them.
Anarchy Update
With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route.
We’ll be releasing an update tomorrow which includes the following changes:
6x Rates - Harvesting, Taming, Experience, and Gold.
Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config.
All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them.
This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json.
This patch will also include:
Whispering voice hotkey
Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling.
Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves
Treasure Map names now includes the grid for easy filtering
These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles.
v19.62
- New style Claim Flag with improved flag physics
- Improved mini map X icon for visibility
- Added chat tabs
- Reorganized claim flag notifications (requires updated server)
v19.52
- Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance.
v19.51
- Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP
v19.5
- Army of the Damned Soldiers and Crew melee attacks now properly hit.
- Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds)
- Improved general server performance
v19.4
- Further optimized server performance
- Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered.
v19.3
- Significantly improved server performance when unstasising structures (50%+).
- Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory.
- Fixed a case where server-side Spoiling Times were incorrect on preserving bins.
- Whale corpses now last 30 minutes
- Giraffe harvesting now yields 6x thatch
v19.21
- Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates.
v19.2
- 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th.
- Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill.
- Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for.
- Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill.
- Company UI now displays last online time for members
- Significant server optimizations (company network data is now replicated more efficiently to clients)
- Maximum ship level is now 52.
v18.97
- Fixed Melee damage application to Army of the Damned
- Fixed NPC crew disappearing for a fraction of a second when mounting on cannons
- Prevented climbing of the Kraken barrier wall
- Improved Cyclops movement to allow it to clamber over rocks better
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: French & Ships, The French Monkeys, IVANARMY, Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, Frogue One and Stray Cats
Arrivals: Just Look for Merge
Departures: Enslaved
[NA PVP] The Kraken’s Maw
Held: Dynasty, TPG, CSTG, OwO, The Federation, No No No, Uganda, SoV, Bobs of the Seven, and Team Casualty.
Arrivals: Slam Whales
Departures: CSTG
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, Rum ueber Bord, Future Company (HUN), SouL SanD, SwiftS.RU, Black Hand, Phantasia, M.E.R.C Spirit, and mochi.
Arrivals: War Bradaz
Departures: DoS Bros$
[NA PVE] The Hydra’s Den
Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, Sons of Orion, Without Divide, Lotus, Poets and Pirates, and Darksea Dawgs.
Arrivals: Paragon
Departures: TPG
Show ‘n Tell #5!
We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize!
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 on the horizon!
Happy Sailing,
Grapeshot Games
🏴☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴☠️
It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game.
Upcoming ‘Mega’ patch and Current Focus
In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer.
We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes.
First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details.
The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land.
These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta.
Public Test Realm
As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment.
Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized.
ISO Blackwood!
Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython.
The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer!
Creature Feedback
Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here:
We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale.
Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others.
Released Patch Notes up to v18.95
v18.95
- Optimized server spatial octree, which should result in better server performance and reduced stalls.
v18.94
- Fixed an issue with NPC's not interacting when stationed.
v18.92
- Canvases are now free-paintable
- Improved the appearance of storm cyclones vfx
v18.9
- Fixed an issue with babies not eating from inventory/troughs when in stasis.
- Fixed a bug with Alpha creatures.
v18.89
- Fixed an issue with the unstasis/render distance on ships
- Optimized performance of various server subsystems.
v18.87
- Optimized performance of various server subsystems.
v18.84
Weight
- Gold coins have had their weight reduced by 50%
- The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories)
- Weight Sails now provide 20% more bonus weight.
- Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater
- Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195.
- Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14)
- Tamed creatures now gain an additional 6% weight per level into weight rather than 4%
Creatures & Tames
- Elephants and Rhinos now provide a 25% weight reduction to their specialised resources
- Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch
- Elephant base stamina increased to 390
- Rhino base stamina increased to 190
- Giraffe base stamina increased to 440
- Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave
- Tamed creature resistance has been increased by 30% and damage increased by 20%
- Bear health has been reduced by 10%
- NPC Crew can now be renamed
- NPC Crew can no longer be placed on Bear and Horse Carts
- Company Tame Limits have been doubled
- The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again)
- Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only.
Structures and Items
- Puckle Damage has been increased to 100 base and is 50% more armour piercing
- Carbines reload time has been reduced by 10%
- Pistol reload time has been reduced by 33%
- Blunderbuss reload time has been reduced by 20%
- Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed.
- Stone Structure SAP crafting requirements changed to fibre.
- Wooden Structures resistance to explosive and siege damage types increased by 30%
- Stone Structures resistance to explosive and siege damage types increased by 45%
- Explosive Barrel change reverted until the redesign
- Reverting damage increase and crafting cost decrease to Grenades
- Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50%
- Oil Jar has been made more difficult to craft
- Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance
QOL
- Old Age no longer has a debuff
- Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future)
- Players can now purchase a respec soup at the Commodity Trader in Freeports
- Players now have approximately 20% more skill points per level
Bug fixes
- Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive.
- Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward.
- Mortars will no longer be able to shoot at players outside of render distance
v18.76
- Fixed a bug where fire AoE would not attach properly to moving boats.
v18.74
- Potential fix for some frequent server side crashes. We'll be monitoring with this build
v18.73
- Diving Suit will make wild underwater creatures ignore you unless you attack them
- Alcohol will no longer spoil
- Cooking Recipes spoil time increased to 10 hours
- Spoiling time increase bonus on Preserving Bag has been increased
- Decreased crafting costs for Grenades by approximately 20%
- Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport.
- Diving Attachment now has the same health as the Dinghy Hangar
- Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore.
- Cannister shot range increased by approximately 20%
- Cannister shot damage increased by approximately 10%
- Spike shot explosion timer is now 30 seconds instead of 20 seconds
- Spike shot now reloads approximately 10% quicker
- Spike shot range increased by approximately 15%
v18.69
- Fixed some server startup crashes
- Widened the amount of networking info the server can send to clients
- Server optimisations
v18.65
- Fixed a bug related to server transitions
v18.6
- Crow's Nest peak will no longer block the camera.
- When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage.
- Dolphins chance to jump has been reduced to 20%.
- Client-side option to hide the Gamepedia Wiki button in player inventory.
- Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP
- On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them.
- Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources.
- Fixed crew on puckle gun taking damage from fire aoe buffs.
- When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight.
- Gunport crafting and repair costs are now the same as regular planks.
- Fixed an exploit which allowed players to place multiple claim flags at once.
- Large Cannons now do 30% less damage against Ship planks and Ship decks.
v18.58
- Added extra server-side protection to remote inventories to resolve an exploit
v18.57
- Company Claim Flags cannot be personally owned anymore.
- Server crash fixes
v18.55
- Client Side GPU Optimisations
- Explosive Barrel Weight now correctly displayed as 60
- Added a direct button to the ATLAS wiki when opening your inventory
v18.5
- Server optimisation for structures on boats
- Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself
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: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales.
Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats.
Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres.
[NA PVP] The Kraken’s Maw
Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No.
Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty.
Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC.
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, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU.
Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi.
Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair.
[NA PVE] The Hydra’s Den
Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion.
Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs.
Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies.
Show ‘n Tell #4!
We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch by heading to our Community Hub!
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🏴☠️
The Year of the Pig represents hard work, discipline and overall putting one's nose to the grindstone. It also signifies a focus on generosity and goodwill. We wish all of you a fortunate and rewarding Year of the Pig! 🐷
To celebrate, you can now save 17% off ATLAS as part of Steam Lunar New Year Sale! The game will be on offer until February 11th, 2019.
In our last Captain’s Log, we spoke about some upcoming Design Changes for the game. That’s still a focus for our team and we’ll start to see those changes as we get into March and the months beyond. If you didn’t get a chance to read about, you can do so here:
In the meantime, the team are preparing on getting the major February content patch out. In addition to new content and features, we’ve still been iterating heavily on the live version of ATLAS, releasing two major versions and multiple minor version updates in the past week. Our time was split between various different areas, including many critical bugs and exploit fixes, as well as some major balance changes for our musical instruments, the Kraken, and some more general/misc notes.
Released Patch Notes up to v18.46
Server Performance
- Eliminated Cannon Animations playing entirely on the server for performance savings
- Multiple serious performance optimisations for companies on servers
- Linux WaveWorks optimisations (Linux Servers will run much better)
- Server optimisation for structures on boats
General Bug & Exploit Fixes
- Fixed an exploit which allowed players to stall out servers
- Added extra protection to inventories to fix and prevent players from bypassing pin codes
- Fixed a case which allowed players to enter the bottom of ships
- Fixed a case which allowed players to clip and stick themselves inside the boat's hull
- Protected against players accessing inventories from outside ships via clipping into boats
- Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc.
- Fixed a crash which would occur when transitioning with the sextant buff
- Fixed Swivel Cannons from firing through walls
- Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect.
- Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load
- Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater
- Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots
- Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height
- Ghost Ship has been fixed and will now take damage.
- Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats.
- Fixed multiple server crashes
- Fixed a server startup crash that would effect modded servers
- Fixed a bug which prevented players from being able to demolish structures
- Fixed an exploit related to demolishing structures on Lawless Servers
- Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended.
- Fixed a bug which would cause the activity timer on PvE claim flags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds.
- Fixed an incorrect fibre reference in crafting barshot
- Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE)
- Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself
Balance
- Explosive Barrels can no longer be placed on enemy ships. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future.
- Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50%
- Wild Dragon damage has been reduced by 30%
- Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000
- The gold cost has been increased on upgrading higher quality items and structures
- Cooking Recipes spoil time has been increased
- Tamed Dragon lifespan reduced to 3 hours
- Tamed Dragon damage reduced by 33%
- Tamed Dragon health reduced by 33%
Quality of Life
- Allow players to pick-up structures if you're on the same team even if you do not have demolish rights
- Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company.
- Added a Crew name filter for company UI
- Ghost ship will now appear every night rather than every 3 nights
- Option to hide territory broadcast messages
- Territory broadcast message boxes now scale according to the character size of the message
- Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports
- PvE players will now be able to see their claim flag's inactivity timer on the flag itself
- Attacking Player no longer needs to be in range for declaiming progress
- Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use)
- Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players.
- PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only.
- PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network).
- PvE claim flags now only allow logged in players to contest the claim
Game.ini:
[/script/shootergame.shootergamemode]
bHomeServerDontReplicateLoggedOutPlayers=1
(enables logged off/sleeping players from replicating on home servers)
bPvEDontReplicateLoggedOutPlayers=1
(enables non-replicating logged off/sleeping players on all PvE servers)
Musical Instruments
- Various buffs/changes made to musical songs played on the Accordion and War Drum. Details can be found here.
- Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song)
- Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer.
- Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops
- Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played
- Fixed server issue that could disconnect clients if they had a lot of map entities.
Kraken Changes
- Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage
- The Kraken's Barrier will no longer damage ships on collision
- Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts
- Impacts with the Kraken bodyparts will no longer cause ship damage
- Ship of the Damned Kraken minions are now damageable in PvE
- Reduced the damage of the Kraken homing projectiles by 50%
- Increased the damage taken by the Kraken tentacles by 50%
Misc
- Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit
- Added a 12-second delay between playing status voice clips (such as injured or starvation)
- Reduced tutorial background opacity
- Made it so the text wasn't cut off for long paragraphs in the tutorial
- Mod Map Extensions now work (and will not require recooking the mod)
- PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity.
- Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads
- Improved Ship position on the minimap so that it updates more smoothly
- Company Flags will now update properly onto www.playatlas.com
- Climbing on other boat's ladders now disabled in PvE if the ship is anchored
- Added Effect descriptions to Music and Cooking Recipes
Dynamic ATLAS Maps Round-Up
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 company's 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: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, Frogues Orientales, and Eternal Diamond
Arrivals: OOOOOOOOOF, CHZ!!**, Dark Project Armada, CHEPO
Departures: Bad Company, ETERNIA, Goulou Goulou, Les Spectres, Future
[NA PVP] The Kraken’s Maw
Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, OWO, No No No, and The Federation
Arrivals: Destiny, BLDX, Team Casualty
Departures: Barry Sails, The Cartel, Black Butterfiy ?BB???
And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims!
[EU PVE] The Siren’s Call
Held: Compagnie des Indes, Rum ueber Bord, Phantasia, Future Company (HUN), SouL SanD, Dos Bros$, SwiftS.RU, and Black Hand
Arrivals: mochi and Woelfe des Rudels
Departures: Fenrirs Dogs and JomsViking.
[NA PVE] The Hydra’s Den
Held: Scales & Sails, The Exiles, Atlas Shrugged, East India Trading Co, Paragon, Lotus, Darksea Dawgs, Without Divide and Sons of Orion
Arrivals: Milky Armada
Departures: Narcos
Show ‘n Tell #3!
We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize!
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🏴☠️
Over the past week, the crew have been engaged in deep discussion over our core design and philosophy of the game. We’ll be making changes based on your feedback and our internal reviews over the past 5 weeks. This Captain’s Log is going to go take a high-level look at our plans going forward!
The Golden Age of Piracy
We recognize that the game has a lot of fun mechanics and gameplay that players enjoy, especially when you can live out your dreams of being a pirate. However, the feedback we often receive is that it’s too tailored to large companies, alpha groups, and hardcore players.
A large number of you have expressed that you are unable to make enough progress to reach this stage of the game, due to our hardcore design. Our thinking going forward, with the community’s help and feedback, we plan to make the game less punishing and reduce the steep climb required for players to reach the parts of the game which make it special. This means we’re going to be changing core systems to ensure that those who do not have as much time to invest or play in small groups or as solo players are still able to experience the highs seas of ATLAS.
For those of you in large companies, worry not, as you are still a fundamental part of our design and key to the game’s vision. We believe there are changes we can make which will make the game more immediately accessible for everyone and overall more enjoyable, without detracting from the heights that large and dedicated groups of players can achieve. All players will be able to experience the best parts of this humongous shared persistent world, whether you’re a solo player, a small group, a large company, or a multi-company alliance.
Some of our design changes will revolve around:
Allowing players to experience the ‘piracy’ side of the game immediately, whilst not trivializing the content.
Making sure that solo players and smaller groups feel safer when logging off, or that after they’ve taken a break they can come back and know that it won’t be such a difficult feat to get out on the seas again.
Incentivize companies to neutralize their territories, inviting others to make use of their land so that both can benefit.
More MMO aspects: player markets, player-specified automatic trade routes, additional quests, and daily missions
and we'll be continuing as always with:
Continuous focus on bug/exploit squashing, stability, and performance.
Relevant QOL and Content additions to meet game and community needs
We plan to have our first real serious round of adjustments with this philosophical change in mind around March (as we’re already well into preparing the February content update so that’ll proceed with some changes), and this will continue relentlessly going forward.
Between now and February’s Mega update, you’ll see a number of patches which will help improve various aspects of the game based on your feedback.
v17 - February Mega Patch - ETA: Late February
The update has had some slight changes to make it more aligned with our goals. Some aspects of the update remain as we see them as a necessity for the team to develop and understand core elements, such as the underwater experience with trenches and the submarine. Additionally, some content creation has been well underway for some time, and it isn’t the most efficient move to scrap them! However, the Mega March update and the ones to follow will focus more on our core design changes.
Planned Patch Notes:
New Features and Content
- New Feature: Daily Missions for players with unique and powerful rewards - New Feature: 7 more ‘Main Quests’ which upon successful completion will provide their own unique Skill unlock - New Structure: Guillotine. Hanging your foes in a noose taking too long? Off with their heads! - New Feature: Curses. Tied to the execution of players - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - New Structure: Bookshelf. Store and sort your high-quality maps and blueprints. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices. - New Cosmetics: Multiple Armor sets to customize the look of your company and crew! Provided as a permanent unlock for completing the Quests in addition to skill rewards. - Ship of the Damned will now come in multiple size variations with different stats and difficulty levels.
QOL Changes
- Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - ‘Search Members’ field added to Company UI - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost
And of course, note that these notes below will be a given on a regular basis:
- Server and Client performance improvements - Server and Client stability improvements (crash fixing) - Bug fixes & balance changes
GPU Performance Improvements
In the coming days, we’ll be releasing a special beta branch which players can opt-into for a minor client-side update which should increase GPU performance by approximately 25%. We’ve been thoroughly testing this internally and it feels like it’s in a good place, however, we would like some feedback from you guys before shipping it live. When the client is available to download, we’ll put up a thread with instructions on how you can download it. You’ll still be able to play on the latest Official Network or the latest Unofficial Servers even if you’re using the beta client!
Wood, Stone, Sap, and Explosives
Our initial thought behind the change was that we wanted to buff Wood so that it was closer to Stone in terms of strength, so that early and midgame players would be at less of a disadvantage if they weren’t using stone. Whilst we’re not going to be entirely walking back this change, we think we may have overshot with our changes and as a result will be making some adjustments in an upcoming update.
We plan to address the availability of sap and also look at base defence which means possible changes explosives, and other gameplay mechanics encompassing raiding to see where else we want to make adjustments. It’s something we’re still exploring internally but plan to have patched relatively soon. It’s possible that our first round of changes may not be enough, and if so don’t worry, as we’ll continue to adjust as necessary.
Wild Creatures
We want to make some adjustments to the power of wild creatures, including on Golden Age Ruin Servers. First of all, we wanted to hone in on the strength of alpha creatures. As of Monday, we released an update which significantly reduced the amount of power that Alpha creatures held, as well as how common they were. Going forward, we’ll be adjusting spawn-weighting across the map for all creatures so that you’ll encounter less giant groups wanting to murder your face. After making those changes, we’ll see where we need to go next but believe it’s a step in the right direction.
PVE Updates
There are some PvE specific changes we want to make as soon as possible. First of all, we want to create two server options, which will be enabled on our Official Network.
Sleeping/logged off players will no longer be replicated on any grid (similarly to Freeports). This should improve server and client performance, as well reduce some cases of griefing.
Force destruction of any character that hasn’t been logged onto in 3 weeks (2 weeks if it’s a Homeserver).
We’ll also be fixing a bug which allowed sleeping characters to contest claims, even if the claim has been inactive, so going forward only logged in characters will be able to contest claims.
Linux Servers
Not much of an update here, we just want to acknowledge that our engineering team are looking into the major issues reported on Linux Servers and we hope to have these resolved as soon as possible. Thank you all for your feedback and reports, it won’t be long until you’re setting sail on the high seas of your unofficial servers!
Company Rankings
Large companies are very much still a major part of the vision we hold for ATLAS. We believe that being able to conquer and maintain large territories is an important part of the game and we’ll be rewarding those who are able to do so. By this weekend, we’ll have released a patch that does the following:
List current top 5 companies in-game on the map (names, soon to be flags)
Have a historic archive of companies for when they ruled the ATLAS, using both in-game days and real-life time
Special Cosmetic Icons will be given to members of top 5 companies, which can be turned off on a per-user basis.
Unique Cosmetic Figureheads will be granted to the top 5 companies and will remain persistent as long as the company maintains their ranking within the top 5.
Resolving the bug which prevents some Company Flags from displaying on playatlas.com!
We plan on introducing more features in the future to expand on how influential large companies can be with their territories, as well as additional incentivizes to be a part of the top 5 rankings. We’re toying with the idea of a neutral Company Hall, for the strongest and most influential to hold their diplomatic meetings, whether it’s over trade, peace, love, or war, because we know much you love your large gatherings ;)!
Lest we forget, a quick round-up of all the updates the game has seen since the previous Captain’s Log:
Released Patch Notes
Current Version: v16.26
- Resolved a save-load issue with appended inventory engrams (Devkit Issue)
v16.25
- Fixed Water Spout inventories not appearing on PvE servers
- Eliminated frequent server crashes
v16.22
- Alpha Creature damage has been reduced by 50%
- Alpha Creature resistance has been reduced by 50%
- Alpha Creatures are now 25% less common
v16.21
- Server optimisations for structures (approximately 8% gain)
v16.2
- Dragon Tame Token costs 40k gold as intended
- Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item)
- Tamed Dragon movement speed reduced by 33%
- Tamed Dragon health reduced by 10%
- Tamed Dragon stamina reduced by 78%
- Tame Dragon Fire has 45% less lifetime
v16.14
- Fixed a server crash related to demolishing structures
- Fixed an exploit with Grapeshot that allowed it to be shot rapidly
v16
Server Changes
- Player Movement Optimisation for an approximate 15-20% performance gain on servers
- Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth
Balance Changes
Land
- Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25%
Ship
- Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage
Creatures
- Dragon now has 65% less HP when Tamed
- Dragon now takes 40% more bullet and explosive damage when tamed
- Dragon now recovers stamina 25% more slowly when flying
- Dragon can no longer be healed by Nature's Touch
- Dragon tamed timer reduce from 8 hours to 6 hours
- Dragon Fire Damage reduced by 50%
- Dragon Token cost increased to 40,000 gold coins
v15.76
- Retroactively fixed an issue which destroyed all sails on rafts
- Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing
v15.73
- Fixed a bug which allowed players to place multiple steering wheels on boats
- Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix.
- Removed the initial stamina cost for blocking
v15.67
- Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version.
v15.63
- Discovery Zones now provide 1 Discovery Point per unlock
- Resolved some connection timeout issues.
v15.61
Server Changes
- Server optimisations to increase performance by approximately 5%
- Optimized transition data cleanup in Redis to avoid DB bloat.
- Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately.
Fountain of Youth and Aging changes
- Fountain of Youth is only usable if you're over age 90.
- Fountain of Youth is now available on two random Golden Age Servers.
- Old Age debuff has been reduced by 50%
Bug and Exploit Fixes
- Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company.
- Fixed a bug with the Drake which allowed it to phase through structures
- Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix.
Balance Changes
Land
- Increasing explosive damage to stone structures by 2.5x.
- Increasing siege structure damage to stone structures by 60%
- Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%.
- Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%.
- Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft
- Thatch Structures have had their crafting costs reduced by 3x.
- NPCs mounted on Puckles are now invincible
Ship
- Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats).
Galleon - Weight class 5
Brig - Weight class 4
Schooner - Weight class 3
Sloop (Ramshackle) - Weight class 2
Raft - Weight class 1
Dingy - Weight class 0
Creatures
- Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath)
- Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes)
Misc
- BattlEye has been updated to now support Windows Insider Builds.
- Resolved multiple Devkit crashes.
https://www.playatlas.com/index.php?/forums/topic/38619-devkit-changelog-v121/
- Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese
- Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here:
Game.ini:
[/script/shootergame.shootergamemode]
MinPointsPerDiscoveryZone=3
This is just the tip of the iceberg for our upcoming plans and over time we’ll be sharing more and working closely with you to ensure that ATLAS gets one step closer to becoming one of the most ambitious persistent online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure!
Dynamic ATLAS Maps Round-Up
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 company's 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: French & Ships, Bad Company, ETERNIA, The French Monkeys, IVANARMY, and ENSLAVED.
Arrivals: Frogues Orientales, Goulou Goulou, Future, and Les Spectres.
Departures: XSM???, BLDX DouYuTV 56887, Chem B, and LEGION.
[NA PVP] The Kraken’s Maw
Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO, No No No, and The Federation
Arrivals: The Cartel and Black Butterfiy ?BB???
Departures: SNC, and Destiny.
And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims!
[EU PVE] The Siren’s Call
Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), Fenrirs Dogs, SouL SanD, Dos Bros$ and SwiftS.RU.
Arrivals: Phantasia, JomsViking, and Black Hand
Depatures: Paragon, Tacorsair, and Woelfe des Rudels.
[NA PVE] The Hydra’s Den
Held: Scales & Sails, The Exiles, Atlas Shrugged, East India Trading Co, Paragon, Narcos, Lotus, and Darksea Dawgs.
Arrivals: Without Divide and Sons of Orion.
Departures: Dead Men Floating and CN- adilt supplies.
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🏴☠️
We’ve hope you’ve had a bountiful weekend! For those of you on our Official Network, we’re currently running a bonus 2x event through until Wednesday with double harvesting, gold, and taming on all our Official Servers! This Captain’s Log wraps up a big week which included our first ever livestream, which we’ll have a link to below, as well as the introduction to our upcoming mega content patch, featuring bounties, player markets and more!
Thar she streams!
Thank you for joining the Seattle Crew for our Livestream! We were thrilled to interact with the community directly in a live environment whilst answering questions you had sent in, sharing an overview of our developmental process, our vision for the game, as well as giving ya a sneak peek at what’s to come!
For those who weren’t able to catch the stream, you can check it out here:
During the livestream, we spoke about three pillars of development: optimisation/bug fixes, balance changes, and content. Over the past few weeks since the launch of the title the team have been highly focused on the first two pillars, but now we’re ready to talk about the 3rd: additional content!
In February, we’ll be launching our first major content update which will introduce a number of exciting new gameplay features and mechanics, new areas to explore, creatures, end game balance, fixes and miscellaneous changes.
Here’s what you can look forward to:
v16 - ETA: Late February
New Features - Bounty System for PVP: Don't like a particular player or Company? Set a bounty on their heads, then other players can get gold for bringing in the target's head - Guillotine: hanging your foes in a noose taking too long? Off with their heads! - Submarine: explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - Player shops in freeports. Players can setup automated shops in each freeport, listing loot for sale and naming their own gold coin prices - New creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - Tame tokens are available for more mythical creatures, allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, Cyclops, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New cosmetics: get your pirate on with hook hands and peg leg cosmetics. Yarr! - New armor cosmetics to customize the look of your Company and crew - New Ship Figurehead Cosmetics - Streamer Stealth Mode: client option to disable showing all location information; super useful to prevent stream-sniping :wink: - Added a new deep ocean trench environment to explore, with powerful underwater creatures and is the home of the new Giant Crab - Added a new extensive Polar Dungeon, only accessible by Pathfinders who have all the PowerStones or have defeated the Kraken
Endgame Balance improvements - Beating the Kraken unlocks a new Feat, which allows players to prevent wild creatures from aggroing on them within range for a period of time - Beating the Polar Dungeon unlocks a new perfect water breathing Feat, allowing players to remain underwater for a period of time without consuming any oxygen
Updates - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way - AOD AI Ships will now come in multiple size variations with different stats and difficulty levels - Global territory message updating - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Character creator now has a Height slider to make it easier to set your character's desired height - Territory map will now display allies as teal-colored - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by
Misc - Streamlined ship hull rendering for performance gains - Server Performance improvements round 2 (+25%) - Additional balance changes - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost - Significant server improvements over the coming weeks, where we'll be doubling performance increment by increment.
Released Patches and Verified Notes
Over the weeks ahead, we’ll be talking more specifically about some of these features in detail, including the Bounty System for PVP servers and Player Shops in freeports.
Whilst the team have begun working on the content changes, we’ve still had a lot done over the past week in terms of updates, with more on the horizon too! In regards to balance, we gave wolves a thorough overhaul, as well as tweaks to both the Wild and Tamed Dragon plus the Kraken is now easier to defeat after having it’s health sliced and more rewarding, with a brand new passive skill that reduces all Feat cooldowns by 33%!
Additionally, this patch also introduced phase one of our aging process and the Fountain of Youth. Characters aged 90 years and higher will receive a specialist quest which encourages them to visit the Fountain of Youth to reset their characters age back to 20, remove an age debuff, and receive a rejuvenated buff which is a significant permanent statistic boost.
The past week has also included a number of other bug fixes and balance changes as we continue to iterate on and fine tune the live game. You can check out the full list of changes here:
Current Version: v15.35
- Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats.
- Rebalanced base weights for tamed creatures (increase)
- Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight.
v15.3
- Fixed an issue where clients would not correctly see the Rejuvenate buff
- Fixed an issue where players could not tame the Dragon using the token
- Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers
v15.21
- Fixed an issue where doors, gateways, and gunports would break on server reload
v15
- New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old).
- Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel)
- Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended.
- Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%!
- Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary)
- Fixed the bug that was preventing recruiting new Crew in Freeports
- Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags.
- Vultures no longer target low-health wild creature
- Reduced Wolf spawn frequency
- Reduced Wolf natural targeting range
- Reduced Wolf notify neighbor range.
- Reduced Wolf hp and damage
- Fixed land creatures AI's not getting aggro properly if attacked from a a ship
- Stop Allies being able to Capture other Allied territories
- Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim!
- Improved door ticking performance
- Added cheat DestroyAllNonSaddlePlayerStructures
- Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values.
- +50% tame damage resistance
- Shark and Jellyfish targeting/neighbor ranges reduced 30%
- Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths
- Crop plots are now prevented from being placed on ships and are destroyed if they were on ships.
- Ocean creatures can no longer be Alpha.
- Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship.
- Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard.
- Fixed Merchant ship showing as Raft with company ID 0 when looking at it.
- Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.)
- Fixed Pillars being build-able on PVE islands.
- Fixed Fog event not appearing for players using low settings.
- Fixed Chicken hurt SFX.
- Added new Large Cannon SFX.
- Fixed Parrot hurt SFX.
- Fixed players not getting aggro when attacking whilst based on a ship.
- Added Streamer stealth mode option.
- Fixed Monkey hurt SFX.
- Fixed a bug causing Map Markers to draw at incorrect locations on the map UI.
- Fixed skill description error, "mythical" changed to "legendary."
- Fixed flotsam items spoiling when reeled in with grappling hook.
- Fixed client crash when transitioning with sextant buff.
- Fixed a Song not referencing the correct song buff.
- Fixed a bug making it so that the Raft could be repaired for free.
- Increased Flame Arrow durability cost to 4 durability consumed per shot.
- Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.)
- Reduced Flame Arrow max damage per second from 10 to 5.
- Reduced Flame Arrow damage to mythical creatures by 75%.
- Reduced Kraken health by 60%.
- Reduced Kraken Minion AoD Ships ship Health 50%.
- Reduced Kraken damage by 50%.
- Reduced Wild Dragon damage by 40%
- Reduced Wild Dragon health be 40%
- Reduced Wild Dragon targeting range by 66%.
- Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now.
- Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.)
- Fixed Cloth Gloves clipping into hands in FPV.
- Fixed Dreadlocks not shrinking correctly with hats.
- Fixed LtOrderSeat collision bug.
- Improved death collision to human corpses.
- Fixed female emotes playing male voices.
- Fixed female player characters using male sleep SFX.
- Added ability to place top hat on certain creatures.
- Fixed Gorgon "Remove Snake" text.
- Corrected Repair box inventory name to read "Ship Resources Box."
- Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week.
- Fixed treasure guards despawning instantly on stasis.
- Fixed Giant snake lock on and player ability to damage it using melee attacks.
- Fixed Monkeys dropping human poop.
- Fixed Client Crash when rendering ocean harvestables.
- Reduced Greek Fire range by 40%.
- Increased Greek Fire crafting costs by adding 6 firegel per ammo.
- Fixed Cow death harvest component giving the same amount of prime as a Bulls.
- Reduced trample damage for all applicable creatures.
- Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130).
- Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses.
- Fixed newly tamed creatures being hungry despite being fed during taming.
- Increased Dolphin follow ship range by 33%, and reduced interval by 20%.
- Fixed Bola'ed HUD to better indicate where to feed creature during taming.
- Removed "Giant" prefix from creatures' descriptive name that use it.
- Changed "Giant Snake" descriptive name to "Cobra".
- Fixed incorrect sounds being used by Lion and Tiger animations.
- Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased.
- Reduced attack and AI ranges for Cave Bear, based on its smaller size.
- Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier.
- Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory.
- Fixed ability of players to feed through walls of taming pens and not get attacked.
- Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures.
- Prevents multi use feeding from the root, putting themselves in harm's way.
- Improved Waking Tame Feeding sockets on Cow and Razortooth.
- Improved bola socket on Crow
- Updated Vulture AI controller to aim lower when targeting corpses.
- Fixed various creature spawn issues.
- Fixed players being able to bola certain alpha creatures (now you cannot.)
- Updated Dolphin to prevent health bars appearing when they follow players.
- Improved torpor animations of Razortooth and Ostrich.
- Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes.
- Reduced max wander height on flyers.
- Improved server list efficiency for a better experience.
- Fixed Greek Fire SFX.
- Fixed player on fire SFX.
- Fixed inability to repair door frames in certain constructions.
- Added some additional server configs:
Game.ini:
[/script/shootergame.shootergamemode]
EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags)
bDontUseClaimFlags=false (this will disable claim flags)
bUseStaticCharacterAge=false (this will disable dynamic aging)
TreasureGoldMultiplier=1.0 (treasure map gold multiplier)
14.11
- Remember 'Show Non ATLAS Servers' setting
- No lover overwrites the last connection string
- Grid Number columns are now hidden when displaying non ATLAS servers
14.1
- Fixed a client side crash that could occur on login
v14
- Launched ATLAS Devkit
https://www.playatlas.com/index.php?/atlas-news/atlas-devkit-launch-r66/v11.4
- Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics
- Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers the in Game.ini - set bPvEAllowNonAlignedShipBasing=true
If you want to allow non allies to be able to be on your ship
- Disabled feats when encumbered
- Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve
- Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server
We’ll continue to work on issues as they arise, including tackling ones that are important to you and relentlessly improving our server and client side performance. Additionally, there’ll be an update later this week which should enable BattlEye for Windows Insider builds which should allow those of you using that operating system to rejoin our Official Network.
Devkit Ho
Early last Friday morning, we were able to release the first iteration of the ATLAS Devkit. As the game continues to grow overtime, you can expect the Devkit to grow in tandem with additional features, content, and gameplay mechanics for modders to enjoy. We put up an announcement thread which covered a lot of details regarding the kit and how you can get the most out of it, so if you’ve yet to have a read, we’d recommend doing so:
Additionally, our modding Community Manager, ZenRowe, has also been working on with the team on putting together some documentation for the editor which will be updated on a regular basis. Check it out here:
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, Enslaved, and IVANARMY
[NA PVP] The Kraken’s Maw
Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OwO, The Federation and SNC, No No No, and Destiny.
The top companies on both PvP Networks have held their positions! Are we already seeing the best companies as players contend for their place in the overall pecking order or will new contenders emerge next week?
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, SouL SanD, Dos Bros$ and SwiftS.RU.
[NA PVE] The Hydra’s Den
Held: Plunderers, Scales & Sails, Dead Men Floating, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos.
Arrivals: Sons of Orion
Departures: The Exiles
Show ‘n Tell #3!
We have extended the due date on our current Show ‘n Tell to give you all a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize!
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🏴☠️
We’re excited to announce at long last, the ATLAS Devkit is ready to download!
The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play.
In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding, feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods!
The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details:
DOWNLOADING THE ATLAS DEV KIT
So if you want to make Mods & Maps for ATLAS, get the ATLAS Dev Kit here (sorry for the huge download, soon we’ll be using the Epic Launcher which is much more efficient but it will take some days further to get it up there):
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:
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 ;)
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.
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🏴☠️
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.
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:
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!
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:
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!
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.
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.
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🏴☠️