The much anticipated Xbox Crossplay Launch has come ashore. All of our networks are now online: EU PvP, NA PvP, EU PvE, and EU PvP. We’d like to welcome all of our new players and extend a hearty welcome back our grizzled sea dogs returning for the fresh wipe. Here’s what you need to know:
It has launched Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world.
Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players
Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system
There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms
We’re working on getting Unofficial servers setup for Xbox as soon as possible with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only)
For more information on the latest update and the Xbox release, check out our previous announcement:
This Captain’s Log will cover ... nevermind -- we’re too excited, so point yer prows hither and let’s get to it.
Crossplay Launch
The much-awaited Crossplay Launch is imminent! As in, really imminent. ATLAS will launch into Xbox One’s Game Preview on October the 8th with full Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world.
Official Network Wipe
After evaluating our options with the introduction of cross-platform multiplayer and a modified world map, we have decided that the best option to ensure the smoothest possible game experience is that our Official Networks undergo a data wipe on the 28th of September at 12 am EST. Following the wipe, we will be permanently relaunching the NA PvP Network in order to iterate on our changes in a live-environment, following that will be the full permanent relaunch of all other networks on the 8th of October with full crossplay support (NA PvP will not wipe again on the 8th).
With the upcoming major version launch this Saturday, here’s what players can expect:
- New world map with improved biome layout (and a new biome type) - Over 70 new core island templates, and many polish improvements to existing islands - Over 20 new cosmetics, and sail cosmetics - Improved client and server performance - Full Gamepad support - "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! - New Multi-shot Hydra Pistol - Cats (with hats!)
We have some more notes to come, which we’ll be sharing in full on Friday.
We have opted for a rolling start in order to facilitate the best experience possible for all players on PC and Xbox. Beginning with this sole network allows us to monitor performance, make any technical adjustments necessary and resolve issues prior to the full Crossplay rollout on the 8th of October.
Our decision to wipe the Networks was not made lightly and involved much deliberation and factoring in of technical aspects and the impact on our current PC players. We have made big changes to the game under the hood, revamped the world map with the addition of over 70 new, unique island templates, as well as some considerable optimization changes and limits put in place which required a full data wipe.
After these sets of changes, we do not plan to wipe the network again, even with the introduction of additional platforms and new areas & islands further down our development timeline. We value and appreciate the time spent on the game and the only reason we carry out these wipes is after exhausting all possible alternatives and when they become a necessity.
We truly appreciate all the support and feedback you’ve given us over the last few months and we’re excited to welcome new (as well as old) players onto the ATLAS!
Structure, Tame, and Ship Limit Changes
With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows:
Maximum amount of structures in a 10k unit radius: 7875
Maximum amount of tames per company per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit)
Maximum amount of anchored ships per company per gridregion: 40
Maximum amount of unanchored ships per company per gridregion: 20
On The Horizon
If you’re new to the ATLAS, you can cast yer one good eye over our Roadmap here:
It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along.
ServerGridEditor and Legacy Saves
We’ve just uploaded the latest changes to our GitHub, this includes the latest json, new islands, and our updated WGE, so server owners can dive in and start making the necessary changes for the upcoming launch.
It’s important to note that any savefile which used our older islands previously may have unpredictable issues after this update has been released, due to the level/technical changes that were made.
We’d recommend wiping your saved data if you either used our jsons, or used our islands. For those playing on Blackwood specific saves, your data should be intact as well as those of you with completely custom islands.
That’s it for this Captain’s Log, we look forward to sharing the ultimate pirate experience with our new crew members and continuing on our journey with our seasoned veterans (resplendent with their new fancy hats 😉)
Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community.
The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future.
The Mega Update and Xbox Launch
Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include:
Crossplay support between PC Steam and Xbox players for ATLAS.
Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC
We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter.
The Mega Update includes content and changes currently on the PTR, as well as some additional content which we’ve discussed in previous Captain's Logs, and this will go live on our Official Network at the time as the Xbox Launch.
We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console.
There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to.
Livestream Recap
ATLAS’ DNA
The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to:
Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time on the things we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase.
Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap:
Some important factors to keep in mind:
This roadmap will begin after the release of Xbox
We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority
Tackling bugs and major performance issues will always be an ongoing effort.
This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS.
Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases
Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan:
There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game.
Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop.
Just a few of the changes and fixes (both small and big) we’re planning to make:
Fixing speed sails and increasing overall wind speed effectiveness.
Adjustments to blueprint stat rolls and crafting requirements.
Making improvements to logs for companies.
Increasing max stack sizes for certain items.
Removing the negative effects of status effects, including vitamins.
Giving players the option to choose which Kraken to fight.
Reducing the frequency of surface attacks by sharks.
Increasing the treasure map spoil time.
Cargo Container adjustments.
Replacing the text in the game with a universal font style.
Hiding more text behind the “Extended UI” function
Making ladders easier to climb.
Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems.
One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality.
Some more examples like this include:
Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4.
Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3.
Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders.
Phase 2: Seas, Ships, and Sailing
Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be:
Ensuring that you all are spending more time having fun on ships and out at sea.
Making the ocean feel less repetitive, more inviting, and more rewarding.
We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully.
There are quite a few ways we’ll be doing this, but you can expect changes along these lines:
Improvements to existing sailing and ship systems.
Introducing more NPC encounters on the ocean (and different types too).
Introducing more activities you can do on your ship.
Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers).
These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made.
Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now:
Phase 3: Skills & Combat
Here are some things we’re pretty confident we’ll be doing in some form:
A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make.
Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting!
Changing the ship combat meta to embrace stronger piracy gameplay:
A shift to a “boarding” combat meta.
New incentives for choosing between sinking, pillaging, or outright stealing ships.
Potentially adjusting the ship stealing process/claim time.
Changes to encourage more fighting on ship decks.
Phase 4: World, Claiming, and Tames/Creatures
This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as:
The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts.
Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals.
Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc.
We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing".
Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc.
We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them.
We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) and offers a further “glimpse behind the dev curtain” so to speak.
This Captain’s Log will cover news related to Blackwood, our upcoming Dev Livestream, the PTR and an introduction from our new Lead Designer! Let’s get right to it!
Designer Diary
My name is Erik Waananen and I’m thrilled to be joining you today as ATLAS’ new Lead Designer. It’s my pleasure not only to formally introduce myself but also to give you an update on what’s coming next for the game. So let’s dive right in, shall we?
ATLAS is an incredible world full of action, adventure, discovery, and community. And while a number of you are enjoying yourselves in-game, I think we can all agree that ATLAS has somewhat struggled to “find its sea legs” since its initial Early Access launch in December. My job will be to help the game get its bearings and -- together with the rest of the dev team -- work with a singular mission in mind:
Make ATLAS the ultimate pirate experience.
Achieving this goal will be no small task. We have a lot of work to do and it’s going to take a good deal of time and effort to accomplish it. But we will get there, especially with your continued feedback and support. Your constructive thoughts and criticism are all extremely helpful to us, so please keep them coming.
I’d like to announce that we’ll be hosting a very important developer stream next week on Wednesday, August 28th at 2:00 pm PDT. The main focus of this stream will be the reveal of an entirely new roadmap for ATLAS. We’ll also be addressing a number of the community’s questions and concerns about the current state of the game. I don’t want to spoil anything for you just yet, but suffice it to say there’s a big “change in the wind” coming to ATLAS and you definitely won’t want to miss it.
Sorry to keep you all waiting a bit longer, but I promise we’ll provide more details and answers soon. Until then, keep a weather eye on the horizon and we’ll see you on Wednesday!
Erik Waananen Lead Game Designer, ATLAS
Blackwood Update
The ancient serpentine boss, Anacthyon, is poised to slither onto the Blackwood variation of the ATLAS with today’s update.
Along with this new boss, Blackwood includes:
The full ATLAS experience (including all your favorite features and mechanics) merged into a single 1x1 server grid.
7 unique biomes across 11 islands, from hazy bogs teeming with life to mysterious jungles full of danger and toil.
Resource-rich islands complete with every material from the core game.
New cities and outlying areas ideal for roleplaying and server events.
A beautiful mermaid city ripe for exploration.
A new boss encounter featuring unpredictable enemy types and spawn locations.
The Forbidden Reach: a hard mode island featuring elemental beings.
Other iconic ATLAS content, such as Army of the Damned mobs, all 9 Power Stone locations, the Fountain of Youth, your favorite tameable creatures, and much more...
Blackwood is free for anyone who already owns ATLAS. It is available for play in Singleplayer mode, Non-Dedicated Server mode, and on Unofficial Servers that opt to host the map.
Livestream Q&A Thread
With the Dev LiveStream drawing closer, we’d like to take this opportunity to remind you that we have an official “Livestream Q&A” thread running to help us collect your questions regarding the things you care about and answer some of them on-stream. There have been some great questions submitted thus far, so please keep them coming!
If you haven’t checked out the PTR and some of the changes which will be coming in the next Mega Patch, it is still available for players for a limited time. Thank you to those of you who have been running the PTR through its paces and helping us identify bugs and issues along with giving feedback.
v218.27
- Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy
- Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups
- Fixed a bug which allowed players to base on top of submarines
- Fixed a bug which allowed seated npcs to shoot puckles through walls
- Ended 2x Magic Mythos Event
v218.25
- Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network
- Fixed rope ladders so that they can now be rotated when placed on wooden catwalks
- Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey.
- Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon.
- Fixed a bug where projectile mesh wasn't showing correctly for singleplayer.
- Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear.
- Fixed a bug which allowed diving platform to be placed on top of a cargo rack.
That's it for this Captain's Log. We look forward to communicating what we've been up to (and what we plan to get up to) in the Livestream!
Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun as well as what to expect in the coming weeks ahead!
Live Stream!
First things first, at the end of the month we’ll be doing an ATLAS Developer Livestream! We’ll be announcing a date as we get closer to the time, so keep an eye out. The stream will be hosted on multiple platforms and we’ll have much to share and discuss. Make sure you’re following our pages and tune in!
We’ll also be collecting some questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, submit your questions to this thread!
With this initial round of PTR changes, we’ll be exploring:
- Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements
The new content that has been revealed so far won’t make it into this iteration, but we plan to get it into another.
If you want to join in on the fun, check out some new islands, and help us put these changes to the test you’ll need to switch to the PTR branch (8gb download) which we’ll go through below.
How to join the PTR
For those who want to join in on the fun, the ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps:
1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup. 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS.
You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option.
We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news.
Wild Pirate Encampments
We’re still working on the Encampments system, however, it needs a bit more time in the oven before it’s ready to be packaged and delivered to you. We’ll have further updates on this at a later time. For those not familiar with what the Pirate Encampments system is, you can read about it here:
Our Enforcement protocol has been expanded to include temporary bans. This means that enforcement will now include three tiers of action rather than two: Temp bans, Permabans, and HWID bans.
Whether your offence receives a temporary ban or not will be at the discretion of our Enforcement team. For the most part, temporary bans will likely be appropriate when enforcing against player misconduct, namely, chat related misconduct. Repeat offenders may receive longer bans, or in some cases, enforcement action will be escalated to permanent bans.
Moving forward, in regards to some players feeling that what they said in-game was not deserving of a permaban: We work with the overall community and within our own company guidelines to identify what disruptive behavior and misconduct are and what the consequences for those behaviors should be. If your disruptive behavior has resulted in a permaban, it was either deemed highly excessive and harmful or this is not the first time you have been informed that your actions were inappropriate and unwelcome on our network.
Please bear in mind that bans, both temporary and permanent, are seldom revoked. If you feel your ban was issued in error or seek clarification on the nature of your ban, bans can be appealed here: https://www.playatlas.com/index.php?/support-tickets/
v218.24
- Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it.
- Releasing a ship from a shipyard now has an activation timer
- Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them
- End of Magic Mythos event on Official Servers
- Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe:
Players were randomly removed from their company
Companies being deleted
Being unable to spawn on beds
Beds not appearing on the map
Ships not appearing on the map
Additional info on Blackwood/Non-ATLAS Dedi changes:
v218.21
- Prevented the hotbar from outlining red with broken items when at the ship wheel
- Fixed a bug which prevented melee attack with weapons whilst carried by Lion
- Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shovelling (was previously solved by relogging)
- Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves
- Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel)
- Fixed a bug where the reload mini game would not take effect when mounted on creatures
- Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes).
v218.21
- Fixed a crash which would occur when attempting to open a Dinghy's inventory
- Fixed Advanced Able Mapmaker being unlocked by the wrong skill
- Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health.
- Fixed dedicated servers not using passwords on Blackwood
- Fixed a case when searching for Blackwood servers would cause only one to list at a time
- Fixed a bug where corpses with inventories would not calculate their correct weight
- Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks
- You can now plant an assortment of seeds in Blackwood
- Fixed multiple islands on Blackwood being marked as non-buildable
- Fixed a bug where beds would sometimes not function on Blackwood
- Fixed Shipwrecks spawning on the coast of islands in Blackwood
- Fixed multiple foliage and terrain bugs with Blackwood
- Moved the 'Exit to Main Menu' button to the bottom of the pause menu options
v218.15
- Fixed a client-side crash (https://pastebin.com/U3QN7KyQ)
- Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/
- Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes
v218.14
- Client-side fix for Treasure Map crash
v218.13
- Blackwood is available!
An example command line for running a dedicated Blackwood server:
start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer
exit
- Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts)
- Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold!
v211.32
- Further optimizations for structure replication in multiplayer networking
v211.31
- Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles.
- Magic Mythos has now ended on the Official Network
v211.21
- Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option).
- Fixed Kraken sweeping players off their ships when the ships are knocked back
- Improved client performance when numerous players are nearby
- Wheel Skins now work for singleplayer/host
- Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text.
- Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin
- Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest)
- Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest)
- Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15%
- Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates
v211.15
- You can now password protected Non Dedicated Multiplayer Servers, some notes:
If the session is password protected no direct joins will work unless the person has previously successfully inputted the password
If they fail to enter the password, they'll have to restart the client before they can have another chance to join.
You are unable to host a Private Match at the same time as a Password Protected Session at this time.
- Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition
- Fixed a bug which would cause player arms to disappear after mounting the submarine
v211.0
- Non Dedicated Mode is now available
v210.2
- Settlement owners can no longer raze claims on PvE.
- Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold
- Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank
v210.13
- Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates
- Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks.
Happy Sailing,
Grapeshot Games
For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
This latest update includes the Blackwood map as an example of how to create standalone maps, as well as all the latest content and additions to the game. The new map serves as an example for mod developers as a way to create their own unique ATLAS experience intended to be hosted on a single server. Take a look at the source files to see how we've created Blackwood and how it works.
https://www.youtube.com/watch?v=OzdLqsTVa58 We've also uploaded an example of Blackwood to the Steam Workshop. It's the exact same as the DLC, so there isn't a need to download or subscribe to it, but for those of you who were curious, we set it up to show you it does work. You can check out Blackwood map as a mod here:
Please note that this is a full devkit download, so it is recommended that you back up your mod content before migration -- a general rule of thumb, make sure you back up your files regularly!
One of the primary differences in making an ATLAS map would be the ocean and our dynamic waves. You'll want to read through our documentation to make sure you've brushed up on the new systems, and in particular, make sure to read up on how to setup ATLAS shoreline data is setup. This is so that water and waves work properly with your maps and that you don't end up with high waves very close to shore:
It's here! Blackwood is now Live and ready for intrepid pathfinders to jump into!
https://www.youtube.com/watch?v=OzdLqsTVa58 Today’s free DLC update for the ATLAS delivers the long-awaited map Blackwood! Prepare for a dark twist on the Equatorial biome with dark jungles, caves, alcoves, villages, homes, farms, and an interesting array of animals. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure, sunken ships, explore the Mermaid City and experience a new spin on fighting the Hydra and Dragon with transient spawn locations.
The Blackwood map was created by Iso, the level designer behind ARK: Survival Evolved’s popular mod-map Crystal Isles. Blackwood was designed to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that it still enables all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Blackwood will support the importing and exporting of characters and their inventories (an optional setting for the host), so you can keep your progress and dive right in to explore this beautiful map!
Blackwood is free for anyone who already owns ATLAS. It is available for play in Singleplayer mode, Non-Dedicated Server mode, and on Unofficial Servers that opt to host the map.
Note: Due to an unknown time restriction Valve has put in place in regards to DLC uploads, Blackwood will unfortunately not be an optional download for this weekend only. We'll rectify this come Monday.
Blackwood includes:
The full ATLAS experience (including all your favorite features and mechanics) merged into a single 1x1 server grid.
7 unique biomes across 11 islands, from hazy bogs teeming with life to mysterious jungles full of danger and toil.
Resource-rich islands complete with every material from the core game.
New cities and outlying areas ideal for roleplaying and server events.
A beautiful mermaid city ripe for exploration.
A new boss arena featuring unpredictable enemy types and spawn locations.
The Forbidden Reach: a hard mode island featuring elemental beings.
Other iconic ATLAS content, such as Army of the Damned mobs, all 9 Power Stone locations, the Fountain of Youth, your favorite tameable creatures, and much more...
We'll also be releasing an update later this weekend to the ATLAS DevKit, which will contain the source files for Blackwood as an example of a single mod map!
Haven’t yet ventured onto the high seas? ATLAS is currently on sale for 67% off on Steam July 26 - August 2!
We're excited to introduce new options for customising your ships with three new wheel skins! Each will be tied to the completion of a quest.
Crab
A new Quest has been added which entails looting a 16 quality or higher sunken treasure to unlock the Crab Wheel Skin.
Shark
The Shark Wheel Skin can be procured by intrepid explorers via "Master Cartographer" Quest.
Kraken
The Kraken Wheel Skin is obtainable through completing the "Power of the Gods" Quest
Full v211.21 Patchnotes:
Along with the fancy new wheel skins and Quest, we also have some fixes, optimisation and balance landing in this patch:
v211.21
- Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option).
- Fixed Kraken sweeping players off their ships when the ships are knocked back
- Improved client performance when numerous players are nearby
- Wheel Skins now work for singleplayer/host
- Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text.
- Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin
- Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest)
- Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest)
- Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15%
Blackwood
Prepare to wade through thick green waters and explore our dark twist on the Equatorial biome with ISO:Blackwood. We're in heart of the jungle putting the finishing touches on our new standalone map and expect to launch it later next week. We'll keep you posted!
🦀For the latest dispatch on #playATLAS keep yer one good eye trained on this here information 🦀
We’re excited to announce that the new game mode, Non-Dedicated Multiplayer, is now available to play with our latest Patch!
The game mode will facilitate the ability to play as a client whilst also hosting the server at the same time. It will allow up to 8 players simultaneously on the server. Similarly to Single player, the host will have access to the entire ATLAS map and will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files!
Note that this mode uses your singleplayer save / world when you're hosting it. We'll also be working on a system that will allow players to import and export player characters and their inventories between worlds in singleplayer/non-dedicated mode, to bring your progress with you into other players' allowed sessions and back again.
Speaking of things we’re working on, later this month you’ll be able to get your hands on our new single server map: Blackwood, which will be available for Unofficial, Single Player, and Non-Dedicated Servers. Plus, don’t forget our new “Wild Pirates Encampments” system, which you can learn more details here:
In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update.
Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)!
Mega Update 3
It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know.
Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice.
Wild Pirate Encampments!
We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future.
This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode:
“Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task.
In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered.
Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality).
If you decide to enable WPE on an Unofficial Dedicated Server please note that:
Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time.
An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled.
With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer.
We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future.
Non-Dedicated Multiplayer!
Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players!
Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files.
We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month.
ISO: Blackwood
We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month.
Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare!
For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required!
Live Patches
Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL.
We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future.
An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions.
With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island.
And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change!
Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here!
Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future.
We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more!
And now for the rest of the patch notes:
Current Version: v209.499
- Fast Decay has now been enabled for Settlement Owners
- Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay
- Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay
v209.497
- Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true
- Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats.
v209.491
- Magic Mythos bonus rates have been disabled
- Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live)
v209.48
- Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing)
- Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest)
- Stationed crew can now repair anchored boats
- Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!)
- Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours.
v209.48
- Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however, they may clear with this change after 5 days, as company data is loaded
- Fixed "leave Company" button in multiplayer
v209.43
- Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game
- Fixed a bug where players would temporarily enter combat state upon transition
v209.4
- Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150)
- Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company
- Added an Admin Command to Single Player: cheat DoLeaveTribe
- Forest Colouring can now be crafted and applied to items
- Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name
- Demolishing buoys will no longer leave the sign floating behind
209.36
- Fixed a bug which caused silos to pay crew that weren't on the same team
v209.35
- Reverted the Claim Flag height limit on Official Servers
v209.34
- When replacing invalid claim flags, you can now place them within the green ring of your original flag
- Claim flag height limit has been increased to 6500 units above sea level
v209.31
- Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval!
- Company Island Point Limit has been increased by 100
- Tax Banks can only be placed by Admins or above in companies.
- Fixed certain level creatures not receiving experience points in Single Player
- Fixed underwater trenches not loading properly in Single Player
- Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state
- Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map
- Discovery on the map now temporarily disappear beyond a certain zoom distance on the map (zooming back in will have them reappear)
- New configurable ini setting for Claim Flag height limit
/script/shootergame.shootergamemode
MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions.
v209.1
- Added activate sail turning as a keybind (default: Left Shift)
- Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold).
Crew on Land:
1st priority: Resource Box and Food larder
2nd priority: Silo
3rd priority: Claim Flags
Crew on Fully Anchored Boats:
1st priority: Silo
2nd priority: Claim Flags
3rd priority: Resource Box and Food larder
- New placeable land structure 'Crew Resource Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed.
- New option on claim flag which allows turning off crew gold and food payment
- Fixed an edge case which allowed you to fire cannons through walls
- Fixed a bug where Crew were taking gold/food from a flag before they took it from a resource box/larder
- Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer
- Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended