ATLAS - ATLAS Team
V517.6 (server) hotfix:
  • Bug Fix: being able to build on Freeports and Golden Age islands.
  • Freeport Structures that are not normally allowed will be destroyed with the update
  • Bug Fix: being unable to spawn in beds

We are continuing to investigate the crashing and other issues that have been reported. We hope to have another hotfix out for some of them by the end of the week.

For a workaround (until fix is out), for crashing caused by keybinding issues, please see here: {LINK REMOVED}

If you are continuing to experience any issues or have further details, please report to us here: https://forms.gle/pYZuMuZCuCC2ZHEf6

Thank you for your patience and understanding!
ATLAS - ATLAS Team
12/8 8:45 PM PST EDIT: 
We are looking into the issue where beds that were placed on land before the patch are now out of claim. Thanks for your reports and patience!

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Ahoy Pathfinders!

The holiday season is here! In the spirit of the Holidays, we set sail for a little trip up to the North Pole to bring back some Holiday loot and festivities to ATLAS! Sail the Seas in a fancy new Santa Hat or Top Hat, and craft festive decorations! Safely have a “Company” Holiday Party here on ATLAS! ;)



Ramming Ship

Looking for the perfect gift? How about the new Ramming Ship? That’s right, the Ship Salesman is now officially open for business! He can be found selling our latest ship - the Ramming Galley - on his island in the center of Freeport grids. The Ramming Galley features rowers, 20 cannons, and a ram that deals bonus damage when ramming other ships.

Rowers, a new feature currently unique to the Ramming Galley, give a burst of speed to intercept and ram other ships. Using rowers requires use of the ship's Rowing Stamina. Once Rowing Stamina is depleted, rowing will cease and the stamina will regenerate over time.

As the first ship using our new ship system, the Ramming Galley will function a bit differently from previous ships. In addition to HP numbers changing, holes will appear in parts of the ship as they become damaged. As the damage worsens, the holes will grow, giving pirates a better visual indicator to determine how damaged each part of their ship is! Be sure to keep your ship repaired since rowers and weapons will only function if the part of the ship they're on has sufficient health.

Repairing the Ramming Galley will require the use of a new item: the Patch Kit. No longer will you need to haul planks and raw resources to ensure your ship stays in pristine condition!

Since the Ramming Galley already comes equipped with a large arsenal of weapons, players will not be able to build additional weapons on it. Workstations and furniture can be constructed freely, and existing stairs, doors, and sails can be switched out with player-made variants. Although walls and other structures cannot currently be constructed on ships, we would like to iterate on this in the future to allow pirates to customize their ships with a variety of rooms below deck.



We hope you enjoy the new Ramming Galley and Holiday festivities! We are still hard at work continuing to fine-tune the Markets and Trade system, among other optimization and performance improvements. It’s a long-term process, and we want you to know that even if certain changes are not seen right away - we are taking the steps to move these things along. Thanks again for all of your support and feedback!

Released Patch Notes
v517.5

New Ship: Ramming Galley
  • Cost: 22,000 Gold
  • Weapons: 18 Standard Cannons, 2 forward-facing Large Cannons
  • Special Features: Rowers, Ram
  • Max Level: 60
  • Sail Points: 4.0
  • Repair Resource: Patch Kit

New Item: Patch Kit
The Patch Kit is a new item used for repairing the Ramming Galley. It can be crafted in the Smithy after learning the Shipwright skill in the Seamanship tree. To use, approach a damaged part of the Ramming Galley and use the Repair Hammer. Once the repair is complete, the Patch Kit will be consumed and the repaired component will have 1,000 health restored.
  • Healing: 1,000
  • Crafting Resources: 100 Fiber, 120 Thatch, 200 Wood

New Workstation: Kiln
The Kiln is a new workstation used for rapidly creating coal out of wood. Add wood to the Kiln inventory and activate it, and it will burn one into coal every second. Kiln crafting is learned in the Secrets of Building skill in the Construction tree, and can be done at the Smithy.
  • Crafting Resources: 500 Stone, 200 Flint, 25 Metal

Winter Event
  • Two new hat skins are available for purchase from the Freeport's cosmetic vendor for a limited time
    • Santa Hat: 200 Gold
    • Top Hat: 200 Gold
  • Seven new items available for crafting at the Smithy for a limited time
    • Christmas Tree: Produces a random gift every 24 hours!
      • Crafting Resources: 250 Wood, 200 Fiber, 250 Thatch
    • Festive Lights: A decoration that can be hung on walls
      • Crafting Resources: 20 Wood, 10 Thatch, 1 Metal
    • Holiday Gift: A festive variant of the Small Storage Box
      • Crafting Resources: 44 Wood, 40 Thatch, 15 Hide
    • Sleigh: A festive variant of the Wooden Chair
      • Crafting Resources: 100 Wood, 100 Thatch, 50 Fiber
    • Snowman: A new friend that can be placed on ships or floors
      • Crafting Resources: 2 Wood, 12 Coal, 1 Carrot, 50 Fiber, 30 Ice
    • Stocking: A decoration that can be hung on walls. Produces one Coal every five minutes
      • Crafting Resources: 40 Fiber, 30 Hide
    • Wreath: A decoration that can be hung on walls
      • Crafting Resources: 20 Fiber, 10 Wood, 20 Thatch

Armored Docks
  • Bug Fix: Gold upkeep status now only shown for the owning company
  • Bug Fix: Upkeep timer now correctly updated on the UI
  • Bug Fix: Ships in Armored Docks no longer stay protected after the owner of the Armored Dock or the ship changes

Market
  • Market Logs now have paging, allowing all logs to be displayed for each Market
  • Bug Fix: Suspend and Unsuspend Market are now working correctly

Known Issues
  • The Ramming Galley's Railing Gunports and Castles can be damaged, but don't update their meshes to reflect this damage (their HP updates accordingly and they can be repaired)
  • The Ramming Galley's forward-facing Large Cannons are in the Right Station Group by default
  • HP for undamageable parts of the Ramming Galley can be viewed and will always display as 100/100
  • Cannons on top of the Ramming Galley's Front Castle clip through the castle when aiming left and right (this doesn't prevent them from firing)
  • Sail Rigging does not preview correctly when placing sails on the Ramming Galley
  • Many map tiles are black when viewing the map through the Atlas or when spawning


Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS - ATLAS Team
We issued a fix earlier this morning for the armored dock crashing issues. If you are still experiencing any further issues or bugs, please report them to us in the bug report form here: {LINK REMOVED}

We apologize for the inconvenience. Thank you!
Dec 2, 2020
ATLAS - ATLAS Team
12/3 UPDATE
We issued a fix earlier this morning for the armored dock crashing issues. If you are still experiencing any further issues or bugs, please report them to us in the bug report form here: {LINK REMOVED}

We apologize for the inconvenience. Thank you!

12/2 EDIT:
The team is currently investigating the crashing issues with armored docks and the potential data loss from the related crashing. We will update again when we have more info.

Please send further bug reports or details of any issues here: {LINK REMOVED}

Thank you!

------------------------------------------------------------------
Ahoy Pathfinders!

We hope you’ve all enjoyed the 2x event over the Thanksgiving Weekend! This week, we have a bit of a smaller maintenance patch, with the Small Armored Dock now available!

Small Armored Docks, for Schooners and Sloops, will have 20,000,000 health. We are also beefing up the Large Armored Dock to 30,000,000 health. Gold upkeep has been lowered to 150 a day, while Small Armored Docks will have an upkeep of 50 a day. We have also made a number of changes and bug fixes to balance and improve the Armored Docks. Rest easy knowing yer furry companions are safe onboard your protected Ships!

Development and optimization work for the Trade System continues! We have made improvements to the Market UI for Market Searching. Most importantly, we have addressed several server issues to improve performance and latency. Thank you for your feedback and bug reporting as the Trade System continues to undergo development. Again, not all features of the Trade System, including the NPC Ships, are out yet. Subsequent patches will continue to see more and more improvements and fixes. Missing resources and new items are now available for Trade as well! Anyone got any Ale or Grog? We’re stockin’ up fer a new adventure as the Ramming Ship is getting closer to making its debut on the ATLAS seas! Look out for it in the nearby future ;)

Please see the Full Patch notes below!

Released Patch Notes
v516.2

New Structure: Small Armored Dock
The Small Armored Dock is suitable for protecting Schooners and Sloops. It can be crafted at a Smithy after learning the Intermediate Shipwright Skill in the Seamanship tree.
  • Health: 20,000,000
  • Upkeep Cost: 50 Gold every 24 hours
  • Crafting resources required:
    • 700 Alloy
    • 900 Fiber
    • 4,000 Stone
    • 1,000 Thatch
    • 1,250 Wood
    • 10,000 Gold

Large Armored Dock
  • Increased health from 300,000 to 30,000,000
  • Decreased upkeep cost from 500 to 150 Gold every 24 hours
  • Added 50,000 Gold cost for crafting

Armored Dock
  • NPCs and Tames on protected ships can no longer be damaged
  • Added a new protected icon that replaces the anchor icon above protected ships
  • Ships can now anchor inside an Armored Dock even if the Dock is placed in deep water
  • Ships must not have received or dealt damage for at least five minutes before receiving protection from an Armored Dock
  • Bug Fix: Armored Docks can now only protect one ship at a time
  • Bug Fix: Ships are no longer protected after an Armored Dock is destroyed
  • Bug Fix: Protected ships will no longer decay. This prevents an issue where protected ships instantly sink when raising their anchor after a long period of time

Ships
  • Brigantine price decreased from 25,000 to 18,000 Gold
  • Increased max level of common ships from 42 to 50
    • NOTE: This change only applies to ships built after the patch

Trade
  • Markets Searching now returns a paged list instead of all Markets. This should clear up the performance hit on the server when someone opens a Market
  • Added new resource types for Trading:
    • Rushes (missing from Thatch)
    • Oil Category and variants
    • Salt Category and variants
    • Consumables:
      • Wheat
      • Maize
      • Ale
      • Grog
    • Others
      • Cannon Balls
      • Large Cannon Balls
      • Gunpowder
      • Fire Gel
      • Blasting Powder
      • Organic Paste
      • Fertilizer
  • Bug Fix: Addressed several server issues that led to increased latency
  • Bug Fix: Trade Routes are now correctly calculating distance when the shortest path wraps around the map border
  • Bug Fix: Disconnected Markets are no longer shown as candidates in the Market List

Misc
  • Warehouses and Farmhouses can now only be enabled or disabled by players within the same company
  • Restored XP reward to standard Golden Age Army of the Damned Soldiers
    • NOTE: Golden Age Army of the Damned Soldiers in caves still don't reward XP
  • Bug Fix: Treasure will no longer spawn on Sea Forts

Known Issues
  • Not all available Markets are showing up from every other Market during search
  • Upkeep Cost on Armored Docks does not properly show the next time. Upkeep is still taken on skill
  • Crashing Issues with Armored Docks - Please see edited note at very top of the post.

Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS - ATLAS Team


Ahoy Pathfinders! ⚓

To thank everyone sailing along the EA journey with us through thick and thin, whether yer a new shipmate or a seasoned Captain, we're activating 2x Gold, Taming, and Harvesting now until 11/30 11:59 PM PT.

🍁 Happy Thanksgiving Weekend! 🦃
ATLAS - ATLAS Team
Ahoy Pathfinders!

There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community!

Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at.

ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or high fantasy feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in.

What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players.
At the highest level, the goals are as follows:
  1. Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land.
  2. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding.
  3. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable.
We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve.

Trade System
For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos.

The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise.

What about the players that do not wish to utilize the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures?
Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants.

Claim System
We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original idea and building off of it. We are currently still testing some ideas.

Ship Systems
Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it!

We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet.

All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. 🙂

In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats?
This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist.

On the Horizon
Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up.

How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content?
We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System.

Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc.
We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving.

Any planned changes for freeports? Exponential decay or something to prevent freeport living?
Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past.

Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience.
One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it.

Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer?
Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer.

Additional Q&A
What is some of the work that is currently being done to help with optimization and performance issues?
About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along.

Is the team still looking at ways for players to keep some progress through wipes?
Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression.

Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator.
Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that.

This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics
Ok. We'll look into it.🙂

Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting?
In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly.

Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored.
It's something we hadn't thought about. We’ll look into this idea.


Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS - ATLAS Team
Ahoy Pathfinders!

We are working on the Trade Functionality issues and the ping spike issues related to Markets. Trades are not working at this time.

We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know.

Thank you!
ATLAS - ATLAS Team


Ahoy Pathfinders!

We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch.

Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST.

Harvest Rates will also be returning to normal.

Further Developing the Trade System
The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary.

Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues.

Survivability
As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships!

With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure.

At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships.

Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies.

Community Feedback
We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you!

In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay.

Released Patch Notes
v515.17

New Structure: Armored Dock
The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned!

Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish.
  • Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill
  • Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage
  • Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch)

Explosive Barrels
  • Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults)
  • Added 80 Gold cost for crafting Explosive Barrels

Sea Forts
  • Duplicated some flag interactions onto the Sea Fort Tax Bank
  • Fixed some stuck interactions with the Sea Fort Tax Bank

Structures
  • Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates
  • Weight of placed Catapults increased from 120 to 150

Trade Log
  • Fixed issues where Trade Log incorrectly reflects what was sent and received
  • Fixed an issue where sender and receiver were swapped in Trade Log
  • Added resources received from Trade Events to Trade Log
  • Fixed some scrolling issues with Trade Log

Trade Shipments
  • Fixed an issue where resources were received twice from one trade
  • Fixed multiple issues where incorrect amounts of resources were received
  • Fixed multiple issues with Shipments getting stuck, eventually causing performance issues
  • Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length
  • Updated some virtual shipment server settings


Market
  • Markets must now be within 22m of a Warehouse to connect
  • Fixed an issue where Markets and Warehouses could not connect
  • Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers
  • Added new Trade Route statuses to replace PENDING:
    • SENT: Trade Route requests you have made that are pending
    • RECEIVED: Trade Route requests other Markets have made to you
  • Cleaned up some Market interface interactions

Misc
  • Removed XP reward from all Golden Age Army of the Damned Soldiers
  • Added 10 second cooldown to gliding after crossing server borders

Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS - ATLAS Team
Ahoy Pathfinders!

Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates now until next Tuesday!

Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion:

All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate.

Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade.

Shaping Gameplay and Progression
With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships.

There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough.

What's left for 2020?
Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit.

The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system.

Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion.

In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. :)

Released Patch Notes
v514.3

Trade
  • Connected trade routes will now automatically trade between each other
    • Every few minutes a Market will look for a potential trade
      • Prioritizes Trade Routes in order
      • Prioritizes Trade Offers in order
    • When both Markets in a Trade Route have compatible Offers, a Trade is initiated
      • Example:
        • Market A and B have a Trade Route
        • Market A offers 1 Lightwood for every 2.0 Thatch
        • Market B offers 1 Root for every 0.4 Wood
        • If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch
        • If both Warehouses have enough resources, the shipment is created.
    • Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse
    • Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch)

Crafting
  • Reduced the output of crafting Gunpowder from 2 to 1
  • Reduced the output of crafting Blasting Powder from 2 to 1

Market
  • Updated the Structure Settings on the Market to be Reinforced Stone
    • This gives Markets increased damage resistance
  • Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other)

Resources
  • Adjusted weight of many resources
    • Reduced the weight of Gold Coins by 50%
    • Reduced the weight of Gems by 75%
    • Reduced the weight of Wood by 40%
    • Reduced the weight of Sap by 60%
    • Reduced the weight of Crystals by 60%
    • Reduced the weight of Metal by 33%
    • Increased the weight of Oil by 2x
    • Increased the weight of Fiber by 8x
    • Increased the weight of Flint by 2.4x
    • Increased the weight of Keratanoid by 5x
    • Increased the weight of Gunpowder by 1.5x
    • Increased the weight of Organic Paste by 2x
    • Increased the weight of Fire Gel by 2.5x
    • Increased the weight of Blasting Powder by 2.5x

Sea Forts
  • Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters
  • Increased Max Tax rate for Sea Forts from 30% to 50%
  • Sea Forts added to D8
  • Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu
  • Sea Fort structures no longer respawn when an enemy is nearby

Ships
  • Increased Gold cost for crafting ships
    • Schooner: 50 Gold → 5,000 Gold
    • Brigantine: 250 Gold → 25,000 Gold
    • Galleon: 500 Gold → 50,000 Gold

Warehouse
  • Reduced Placement Prevention Radius of Warehouse from 800m to 600m
    • This increases amount of warehouses that can fit in an area by about 75%
    • We're looking at how to best allow multiple companies to have warehouses nearby in the future
  • Reduced Transport Radius of Warehouse from 500m to 450m

Misc
  • Increased the max stack size of Cannon Balls from 50 to 100
  • Bug Fix: Explosive Barrels can no longer deal damage in Freeports
  • Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size

Known Issues
  • If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there
  • Resources awarded by Trade Events may not be delivered or logged correctly
  • Trade Log may incorrectly state which resource types are sent and received
  • Trade Route income should be multiplied by the Trade Route's distance
  • Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel
  • No feedback is given when a Market doesn't have a valid Warehouse to connect to

Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
ATLAS - ATLAS Team
Ahoy Pathfinders!

Last Saturday we discussed our progress on addressing the map flickering and PVE Sea Fort claiming issues from the last patch, and although we aimed to get the hotfix out on Tuesday, we ended up being able to integrate these fixes with an early release of the new Markets! This new build is scheduled for tonight, Wednesday at 7:00 PM PST!

Again, the actual Trading will not be available quite yet in this Market patch as we are still actively testing its functionality and mechanics. Players will be able to craft a Market at a Smithy as long as they have the required Advanced Automation skill from the Construction tree. For now, you savvy seafarers can check out the configurations and set up preferences. Please let us know your feedback on how the Market UI functions.

Our crew craftsman has made a few renovations on the Sea Forts, but the construction is still ongoing! Pirates with an eye for aesthetics can expect further design improvements down the line. Additionally, Sea Forts now also display owner and tax rate. A number of balance passes have been made as well as we continue to observe the gameplay surrounding it.

Upcoming Wipe
Early next week, we are expecting to release the third part of the Trade System which will introduce the actual Trading functionality. In order to implement this, a wipe will be required. Currently, this is scheduled for next Tuesday, November 10. For clarity, tomorrow’s Market patch will NOT include a wipe, but next week’s Trading patch will. More information about the Trading patch to come.

Released Patch Notes
Server v413.7 // Client v413.8

*** Private Servers, please see new configuration variables at the end of the patch notes

New Feature: Markets
  • A new Market structure has been added
    • Markets must be connected to a nearby Warehouse to function
      • The Warehouse must be connected to a Farmhouse for full functionality
      • The Warehouse acts as a repository for trading resources for the Market
    • Trade Routes may be created between Markets
    • Preferences for Resource Trading may be set on the Markets
    • Markets DO NOT currently Trade
      • Markets trading is in testing and bug fixing and will come with a later patch
      • Trading will be automated based on preferences set on the Market
      • A successful trade will generate some amount of Gold Coins
    • Markets have 150k health and are difficult to destroy
    • Crafting a market requires the Advanced Automation skill from the construction tree and may be done at a Smithy
    • Some Trade and Market tuning values are configurable for private servers
Sea Forts
  • Updated the terrain of the Sea Fort island
  • Simple cosmetic updates to the look of Sea Fort structures (this art is still a placeholder)
  • Adjusted respawn times for some structures on Sea Forts (walls still respawn quickly)
  • Made some Sea Fort tuning values configurable for private servers
  • Updated data on the map about Sea Forts (owner and tax rate are shown)
    • Now only shown when zoomed in
    • Performance while map is open should be improved
  • Increased Defense Tower's damage resistance
    • Explosion Damage Received: 100% → 70%
    • Explosive Barrel Damage Received: 100% → 10.5%
    • Catapult Boulder Damage Received: 100% → 28%
    • Ballista Damage Received: 100% → 7%
    • Added immunity to melee attacks and liquid flame
  • Modified Tower Wall's damage resistance to match Defense Tower
    • Explosion Damage Received: 31% → 70%
    • Explosive Barrel Damage Received: 31% → 10.5%
  • Increased damage dealt by Defense Towers
    • Explosion Damage: 100 → 250
    • Direct Damage: 180 → 500
  • Bug Fix: Sea Forts can no longer be captured on PVE servers
  • Bug Fix: Players will no longer spawn on Sea Forts
Misc
  • Bug Fix: The map no longer flickers
  • Bug Fix: Warehouses can no longer be placed on ships
Server Config
New variables for Sea Forts, Markets, and Trading have been exposed for server configuration:
; Trade BaseTradeIncomeGoldAmount = 10; Base amount of gold a Trade Route generates per server it travels through, as the crow flies TradeIncomeGoldIntracompanyScalar = 0.5f; Multiplier for trading within the company TradeIncomeGoldAllyScalar = 0.5f; Multiplier for trading with allies TradeMarketCoolDown = 300.0f; Delay between starting a new shipment if one has begun TradeRouteShipmentMaxWeight = 1500.0f; Combined weight of all resources in a trade, shared between both shipments TradeRoutesMaxPerMarket = 5; Max number of trade routes each market may have MaxAllowedTradeShipsOnServer = 5; Max number of -real- ships allowed on a server before they queue up VirtualShipFactorServerMax = 8; used to balance rate of real v virtual ships VirtualShipFactorVirtualDecay = 0.8f; same VirtualShipFactorRealGrowth = 0.5f; same VirtualShipDelayInSeconds = 60.0f; How long it takes a virtual ship to travel through a server ; Control Points ContolPointLandClaimTime = 1500; how many seconds it takes to claim a Sea Fort from neutral ControlMaxClaimTaxRate = 30; Maximum percent out of a hundred that a Sea Fort can tax a ship using it ControlPointCostLimit = 100; Total amount of build points a Sea Fort may have on it for defenses ControlPointAggressionDecayTime = 60; How long a Sea Fort remains aggro at someone who attacked ControlDestroyedDefensiveStructureAutoPlacementDelay = 600; How long it takes for the Sea Fort to start rebuilding ControlPointNeutralStructureAutoPlacementDelay = 120; Delay between each rebuild step
Known Issues
  • Old Structures on Sea Forts did not get moved with the island, and Sea Fort may not necessarily recognize these structures. This is will be fixed with next week's wipe, or players can also simply destroy the old structures
  • Claiming issues with Sea Forts on PVP Lawless

Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
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