It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance!
H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts.
Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams.
Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first live q&a, so I wanted to drop by and show my support and say hi to everyone.
Q&A
As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding.
Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary?
Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming.
Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community?
Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers.
Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them.
Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it.
Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear?
Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day.
Question 5: Do you have plans on further developing the ocean?
Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time.
Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed?
Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you?
Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues?
Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time.
Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game?
Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation.
Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships?
Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience.
Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so?
Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do.
Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley.
Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten.
Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships.
Answer: The entire experience of building, repairing, and customizing the modular ships is being changed.
Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players.
Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC.
Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc) actually have worse stats than lower tier ones.
Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating.
Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses.
Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time.
Question 16: Are there any current plans to reduce structure spam?
Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on pvp that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options.
Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue?
Answer: The entire trade system is being revamped this season, including warehouses and autofarms.
Question 18: Are there any plans to make living in Freeport no longer possible?
Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out.
Question 19: Would you consider making a separate server for single players and tiny companies?
Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun.
Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map?
Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood.
Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly?
Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season.
Bonus Q&A
The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered.
Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week.
Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season.
Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future.
Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien.
Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access.
Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year.
Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again.
Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend.
Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time.
Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not.
Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well.
Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy.
Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well.
Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense.
Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare.
Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority.
Question: Any plans for an Xbox only server? Answer: That is also more than likely not coming.
Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated
Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience.
Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises.
Question: Will you ever make legacy ships usable again in pvp? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost.
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, as well as timing, 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! :)
With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day!
Upcoming Wipe
The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time.
A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter.
We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing!
Here’s a sneak peek at some changes headed our way!
Live Dev Q&A
Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards.
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, as well as timing, 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! :)
This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam.
Released Patch Notes
v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT
New Content
Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements:
Secrets of the Bow
Mortar and Pestle
1 Stone Arrow
10 Toxic Compound (any combination)
New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole
Bug Fixes
Fixed instances of all treasure maps in single player going to H6
Fixed instances of text inconsistencies
Fixed collision issue with the stairs on the Turtle Ship
Fixed instances of graphics quality lowering after loading in
Fixed some UI issues
Fixed an issue of unloading tames when accessing fertilizer barrel
Fixed an issue with floor tiles not snapping to same height as the floor foundation
Fixed an issue with railings facing the wrong direction on the right side of a Pegasus
Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game
Fixed an issue with sail placement on mortar ship blocking the door and ladder.
Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding.
Fixed an issue where the spyglass and sextant overlay did not display in the maw waters
Fixed an issue where players were able to go prone during circular slice
Fixed an issue where players were able to reset the heavy shield bash cooldown
Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard
Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack
Fixed an issue where sails could be placed and block the Front Castle door on the Harrier
Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley
Fixed an issue with the transient tracker tutorial text
Fixed issues with normal and Kraken style railings
Fixed an issue where Medkits could not be used on Tames
Fixed an issue with Ore Miner and Grave Digger blocking other farming structures
Fixed a text overlap issue in Industrial Smithy recipes for structures with long names
Fixed an issue where structures would continue to auto-repair forever
Fixed a collision issue with the stairs on the Carrack
Fixed an issue that allowed players to place certain Industrial structures on a shipyard
Fixed an issue with baby spiders dying on server restart
Fixed an issue wherein holiday vendor was selling outdated items at Freeports
Fixed map collision issues.
Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash.
Fixed an issue with a missing description for Large Storage box item.
Fixed an issue about naming inconsistency for the Verse Book item.
Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure.
Fixed instances of railings not snapping while in Simplified Chinese
Fixed an issue where the discovered banner would appear each time the player fast traveled
Fixed an issue where cobras could not be targeted by a puckle gun
Fixed instances of player’s being able to place bed underwater
Fixed instances where players would lose functionality after logging out on ships in shipyards
Misc.
The art for the advanced dock has slightly changed
Adjusted trade wind routes to better match map art
New art for Orichalcumized Rock
New art for Sulfurized Rock
Tames born in the tame house are set to follow the player when unloaded
Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure
Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers
A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again
Artifact keys can only be used on the island the boss was defeated on
Removal of underwater effects and maw waters fog effects have been disabled in .ini files
Removed inventory access from Cursed Temple
Equipment slots on the Ritual Pedestal have been removed
Blueprints for modular ship tiles and railings will now drop from SoTD flotsam
Xbox Only
Reduced memory usage in certain areas
Known Issues
Visual effect on the poison arrows will sometimes last longer than intended
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, as well as timing, 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! :)
The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players.
We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed.
The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever.
As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below.
Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time. Tames allowed in the Hatchery:
After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy: Crafting Resources
300 Stone
20 Flint
90 Keratinoid
65 Wood
80 Fibers
New Resource type: Toxic Compounds
Toxic Flora: Harvested from mushrooms in swamp biomes
Venom: Harvested from Snakes and Scorpions
Toxic Sludge: Crafted from Nitro Fertilizer
New Ship Railing: Swivel Gun Railing
A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy. Crafting Resources
550 Wood
225 Thatch
250 Fibers
98 Alloy
180 Stone
New Region: Uncharted Sea
Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless.
Bug Fixes
Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame
Fixed instances of players consuming the ship rename token
Fixed instances where the ‘collect now’ function only working once on the warehouse
Fixed instances where players were not getting Essence of the maw from destroying enemy ships
Fixed instances where players could not defecate
Fixed instances in which some module ships’ initial module point totals were incorrect
Fixed instances in which the tame house was placeable on shipyards
Fixed multiple instances of holes in the ocean in various islands
Fixed instances where players could not place turtle shells into the advanced shipyard
Fixed instances where bed travel and respawning would default to the rookie cove
Fixed instances where the game could crash when set to any language other than English
Fixed instances where sails would be be misaligned with the ships center
Fixed instances where the Tame House could be built on other structures
Fixed instances where the 6th shot in the revolver would not deal damage
Fixed instances where industrial buffs would give incorrect UI icons
Fixed instances of projectiles spawning at incorrect locations when the player is moving
Fixed instances where the Cog could not turn correctly
Fixed instances where Transient Nodes provided incorrect resources
Misc.
Durability for the Industrial Hydra Pistol and Industrial have been increased
Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server
Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining.
Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health
Ship Icons on the map will now show life as an HP amount instead of a percentage
UI is now more consistent for Industrial stations
Return to the overworld tab on the map has been moved to be less obtrusive
Added more keys to be bound to defecate
Ash wood bundles and unbundles have been added to the workstation
Shipyards can no longer be placed unless all ships within the variant can be built
Ritual Generator and Ritual Pedestal Health has been increased
Xbox Only
Fixed instances where the game would crash if the player switched between tabs in the menu too quickly
Adjusted distance islands render to decrease memory usage
Fixed instances where changing grids would result in a crash
Known Issues
Crash occurs when interacting with the Great Temple’s progression table
Crash occurs when interacting with the Industrial Lab’s progression table
Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island
The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions
Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map
The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch.
Crew seated on sails will sometimes be seated at a wrong location.
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, as well as timing, 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! :)
The clouds have dissipated and the seas have calmed so the conditions are finally ideal to get this season started! Along with numerous fixes and additional content mentioned last week, we will also be including the Industrial wonder structures and buildings in this update. Pathfinders have heard rumors of new technologies that will change the shape of Atlas.
These innovations are now available for one and all to discover. Advancements in astronomy, shipbuilding, and various other areas will take Pathfinders to new lands and new heights. Join us on May 25th at 7PM PDT as we wipe the Atlas world and start a new season filled with new adventures and discoveries! As always, we appreciate all the support we’ve received form our amazing community. Until next time, happy sailing!
New Monuments and a fantastic new Wonder have arrived on the shores of Atlas.
Tier 2 Monument - Industrial Lab
This monument is built in two stages and they are found in the Industrial Smithy
Stage 1: Industrial Lab Foundation Resources to build Stage 1
2000 Metal
1800 Brimstone
800 Orichalcum
800 Pure sulfur
500 Crystal
Stage 2: Industrial Lab Resources to build Stage 2
2000 Wood
2500 Brimstone
2000 Crystal
7500 Orichalcum
5000 Pure Sulfur
5000 Metal
Unlike the Cursed Temple, this Monument offers four externally placeable modular room locations. Players must build and place these modular room locations within shacks that are in range of the monument for them to be useable.
Stations
Industrial Shack
Resources to build Industrial Shack
200 Stone
300 Wood
400 Metal
Industrial Vessel Studies Station Resources to Build
300 Hide
400 Wood
200 Fibers
Industrial Armory Station Resources to build
300 Stone
250 Flint
250 Brimstone
400 Wood
600 Metal
Industrial Astronomy Station
Resources to build
200 Stone
400 Wood
100 Orichalcum
Industrial Culinary Station Resources to build
500 Stone
200 Flint
800 Wood
400 Metal
Industrial Structure Studies Station Resources to build
300 Stone
250 Flint
125 Hide
400 Wood
450 Orichalcum
Tier 3 Monument- The Observatory
This Monument is built in 6 stages. With the completion of stage 6, the wonder is completed and an intelligence buff is awarded. It is built directly on top of the Tier 2 Monument. Unlike the Great Temple, this Wonder can be obtained by every Pathfinder crew. All stages of the Observatory are built in the Industrial Structures Studies Station
Stage 1: Resources to build Stage 1:
50 Cedar Bundles
50 Slate Blocks
1000 Pure Sulfur
1000 Orichalcum
500 Crystal
Stage 2:
Resources to build Stage 2:
50 Fir Bundles
50 Coquina Blocks
1500 Pure Sulfur
1500 Orichalcum
500 Crystal
Stage 3:
Resources to build Stage 3:
50 Oak Bundles
50 Granite Blocks
2000 Pure Sulfur
2000 Orichalcum
500 Crystal
Stage 4: Resources to build Stage 4:
50 Pine Bundles
50 Limestone Blocks
2500 Pure Sulfur
2500 Orichalcum
1000 Crystal
500 Brimstone
Stage 5:
Resources to build Stage 5:
50 Poplar Bundles
50 Sandstone Blocks
3000 Pure Sulfur
3000 Orichalcum
1250 Crystal
1000 Brimstone
Stage 6:
Resources to build Stage 6:
50 Ironwood Bundles
50 Marble Blocks
3500 Pure Sulfur
3500 Orichalcum
1500 Crystal
1500 Brimstone
Bug Fixes
Fixed instances where the workstation had incorrect crafting recipes.
Fixed instances where the Spider tame would take fall damage.
Fixed instances where the Cog was turning too slowly.
Fixed instances where the player would lose controller functionality when returning to main menu on pc.
Fixed instances where the fog of war would reset in single player.
Fixed instances where server times could be different.
Fixed instances where the player would change age when transferring grids.
Fixed instances where performance would drop when building the Cursed Temple.
Misc.
Timeworn quality has been removed until content and bugs are fixed
Removed drop shadow from text on the map.
XBox Only
Improved memory performance
Improved network connection
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, as well as timing, 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! :)
The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge?
There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew.
The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible.
With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing!
Released Patch Notes
v543.00 Patch to be released 5/17/22 ~7PM PDT
New Content
New Mini-Bosses of the Golden Age Ruins
Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight.
Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7
Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4
Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7
Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8
Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3
Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13
The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1
Maw Waters
A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers.
New Items
Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region.
How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on.
Active Accumulation
Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence
Destroy other players ships - Each ship destroyed will grant 25 Essence
Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence
Passive Accumulation
Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence.
Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded.
Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters.
Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue.
Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw.
Reworked Map
The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions.
Bug Fixes
Fixed instances where babies born in the tame house did not require imprinting.
Fixed instances where the forge would prioritize burning thatch before wood.
Fixed instances where controller disconnect can cause a crash.
Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus.
Fixed instances where tame house debris would have incorrect textures.
Fixed instances where perpetual portals had invisible collisions.
Fixed instances where invisible collisions existed around damaged portal entrances.
Fixed instances where health was not displayed correctly for the Cursed Temple.
Fixed instances where the Harrier had an incorrect description.
Fixed several issues with the Giant Turtle tame.
Fixed instances where the Industrial Smithy had an incorrect description.
Fixed instances where the height and interact volume of the tame house was to high.
Fixed instances where the error messaging when joining an online session was incorrect.
Fixed instances where there was a lack of UI feedback for the Great Temple progression.
Fixed instances where the Pegasus had an incorrect description.
Fixed instances where unanchored ship limit increased when demolishing a ship before it is released.
Fixed instances where orichalcumized walls had incorrect LOD settings.
Fixed instances where Industrial statue framework being mislabeled as burial mound framework.
Fixed instances where Industrial statue framework returned a burial mound framework when picked up.
Fixed instances where the Industrial statue would float in the air when completed.
Fixed instances where there was a storage limitation of the Great Temple progression table.
Fixed instances of baby male tames being able to mate while in the tame house.
Fixed instances where food added to the tame house does not increase spoil time.
Fixed instances where medium weight sails are over-performing.
Fixed instances where medium and small weight sails would not take damage.
Fixed instances where transient node harvesting structures would collect resources from different factions.
Fixed instances where a baby tame would spawn under the ground causing its death.
Fixed instances where the workstation had incorrect crafting recipes.
Misc.
Timeworn quality has been removed until content and bugs are fixed
Giant Turtles no longer spawn underwater
Chromatic Aberration has been removed from underwater post processing
Increase cost of the tame house
No longer rounding on ship sail unit values.
Players can no longer store temporary tames in the Pegasus.
Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot.
Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot.
Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed.
The time it takes a modular ship to sink after it starts leaking has been increased.
The resource costs for crafting patch kits and armor patch kits has been reduced by 50%.
Modular ships have had their base weights adjusted.
Server restarts have been set to automatically happen at 10:30 PST daily, including weekends.
Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim.
Adjusted lighting so there will be less contrast between day and night
Xbox Only
Improved memory performance
Improved network connection
Industrial Wonder Content
Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust.
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, as well as timing, 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! :)
As we draw closer to a new patch and a new season, we know the excitement and anticipation is brewing for what's to come in only a couple weeks time. With each season, the opportunity to start fresh and take on new challenges on the open seas is something we celebrate. In the meantime, we have a few fun things planned to give you a small look at what's in store. See if you can guess what new adversaries are coming to Atlas!
This fearsome creature may not be grumpy, but it definitely doesn't like pathfinders messing around where they're not supposed to be. One second, you and your crew may be scuttling along the shore, but the moment you may find yourself in a pinch, it's curtains for you and your adventure.
Careful where you swim since you never know what's under the waves and waiting to roll up on you in a flash. While a new set of shoes might sound nice, they won't help you out run this scaly stalker of the sea . You might as well save your tears, because if this predator finds you, there's no mercy for you.
It'll be hard to find another creature as a more solid challenge than this one. Its strength and size will definitely bring any inexperienced crew back down to earth. Those looking to climb this mountainous challenge will have to avoid crumbling under the pressure and deftly slide through the battle unscathed.
Again, we have the Kraken Bowl grids open on both PvE and PvP servers where players can take part in the festivities before the wipe on May 18th. Need a dance partner? Check out the community discord and get yourself a few battle buddies for the trip. We appreciate all the support. Happy sailing!
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, as well as timing, 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! :)
As mentioned previously, the winds of change are blowing! Soon, Atlas will enter a new era of exploration and adventure! New technologies and new inventions will bring new avenues for exciting and thrilling campaigns. We can’t wait to show you what we have in store for the next season! We’ll be providing more and more information as we get closer to the update.
As a teaser, we have a glimpse of some strange new phenomenon coming to Atlas next patch. What could it be? You’ll have to find out for yourself next season!
As we usher in a new age for Atlas, we will say goodbye to the previous season with fond memories. We hope you enjoyed it and look forward to what’s to come! The final day of the season will be May 18th when we will be wiping all servers for a fresh start. We hope you’ll continue the journey with us as we prepare to exit early access later this year. Thanks for your support, take care, and happy sailing!
The Kraken Bowl
The Kraken Bowl will have a dedicated grid this season! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. Both PvE and PvP pathfinders will get to take part in the festivities. Grab your crew and send this season off with a bang! The grid will be accessible May 4th-May 18th.
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, as well as timing, 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! :)
In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come.
First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process.
In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same.
Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder.
Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing!
Released Patch Notes
v541.07 Patch to be released 4/13/22 ~7PM PDT
New Content
Tame House
Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal
Industrial Wonder Content
With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas
Industrial Generator and New Wall Variants
Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection.
Tier 1 Industrial Monuments: Statues of Industry
Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables:
Industrial Generator
Unlocked in the Metallurgy skill
Crafted in the Industrial Smithy
Resources
100 Brimstone
175 Orichalcum
150 Pure Sulfur
300 Stone
Rituals Available
Burn Pure Sulfur
Makes rock harvesting nodes drop only sulfurized rock for a short period of time
Cost
150 charges
100 Pure Sulfur
Burn Orichalcum
Makes rock harvesting nodes drop only orichalcumized rock for a short period of time
Cost
150 Charges
100 Orichalcum
Burn Brimstone
Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time
Cost
200 Charges
150 Brimstone
Orichalcumized Large Stone Wall
Unlocked in the Esotery of Building Skill
Crafted in the Industrial Smithy
Resources
240 Alloy
94 Fibers
1176 Orichalcumized Rock
420 Thatch
588 Wood
Orichalcumized Large Stone Gate
Unlocked in the Esotery of Building Skill
Crafted in the Industrial Smithy
Resources
184 Alloy
314 Fibers
840 Orichalcumized Rock
315 Thatch
420 Wood
Sulfurized Large Stone Wall
Unlocked in the Esotery of Building Skill
Crafted in the Industrial Smithy
Resources
240 Alloy
394 Fibers
1176 Sulfurized Rock
420 Thatch
588 Wood
Sulfurized Large Stone Gate
Unlocked in the Esotery of Building Skill
Crafted in the Industrial Smithy
Resources
184 Alloy
314 Fibers
840 Sulfurized Rock
315 Thatch
420 Wood
Industrial Statue Base
Unlocked in the Metallurgy skill
Crafted in the Industrial Smithy
Resources
20 Brimstone
40 Orichalcum
60 Puresulfur
Industrial Statue FrameWork
Unlocked in the Metallurgy Skill
Crafted in the Industrial Smithy
Resources
200 Orichalcum
200 Pure Sulfur
500 Stone
800 Wood
Industrial Explorer Statue
Unlocked in the Metallurgy Skill
Crafted in the industrial smithy
Resources
200 Brimstone
400 Orichalcum
400 Pure Sulfur
2500 Stone
500 Wood
Industrial Privateer Statue
Unlocked in the Metallurgy Skill
Crafted in the industrial smithy
Resources
200 Brimstone
400 Orichalcum
400 Pure Sulfur
2500 Stone
500 Wood
New Regions Added
There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago.
Trackless Waters
A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here
Unknown Depths
A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica.
Bug Fixes
Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat
Fixed instances of farming structures not having areas of influence
Fixed instances of Cursed Armor needing multiple types of Bone Chips
Fixed instances of Transient nodes not moving weekly
Fixed instances of snapping pillars working incorrectly
Fixed instances of NPC Crew’s stats not updating correctly
Fixed instances of players losing functionality when standing on a ship while it is released
Fixed instances of Broadsider losing cannon functionality on logout
Fixed instances of wood not being able to be re-bundled
Fixed instances of rowing module displaying incorrect point value
Fixed instances of misspelling in the Carrack’s description
Fixed instances where the Fog of War in singleplayer wasn’t working correctly
Fixed instances where blueprint gunports were not doing more damage than common
Fixed instances where the Pegasus would sprout tentacles
Fixed an issue with whistling at the Turtle Ship’s emergency ladder
Fixed instances where the wood catwalk was not buildable
Fixed an issue when placing mythos in the progress table
Fixed the map zoom indicator in some regions
Fixed instances where players would contact invisible geometry inside of portals
Fixed various typos
Replaced placeholder art for tame cargo railing
Removed extra emergency ladder on Turtle Ship
Fixed instances of negative storage space in some structures
Fixed instances where the Sarcophagus was unable to be built
Fixed essence of power locations
Fixed visual issue of overlapping holiday vendors on freeports
Xbox Only
Improved memory loading / unloading
Additional improvements coming in the next patch
Misc
Single Player character deletion is working correctly
Multiple UI Fixes
Deleted Duplicate entries in skills
Removed the Industrial Smithy from Sulfur Pits
The Compass’ Glowing Essences have been modified to be more in line with the icon
Commodity Vendor has been added to Tortuga
Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors
Bola is now stackable, up to 15 per stack
After reaching rejuvenation 3, characters will no longer age past 20 years old
Fixed the Descriptions of multiple items
The Pegasus can now turn while stationary and in reverse
Known Issues
Stone cannot be re-bundled
Breaking down bundles produces a different type of resource
Some error messages are not appearing
Industrial Statue Framework shows up as Burial Mound Framework
Foundation and Framework have no time limit on when it can be picked up.
Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual
Large Weight sails still require tuning
Pegasus has turning issues
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, as well as timing, 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! :)
Last week, we unveiled our roadmap for the coming year in a short video briefly detailing our goals and what's in store for Atlas. Today, we are sailing forward with new content and some much needed maintenance as we look to prepare for our exit of early access later this year. Included in this patch is a new ship, UI improvements, a map adjustment, new content, and of course, major fixes to improve the gameplay experience.
Need to transport your menagerie to a new location? Look no further than our latest vessel to join the fleet, the Pegasus. The Pegasus allows for Pathfinders to move their tames from island to island with ease. Carrying up to 30 tames, this ship can be constructed at the advanced shipyard and is a valuable addition to any crew.
In response to player feedback, we've made a few UI adjustments to clarify the journey out on the open sea. We've added indicators on modular ships to help players identify the condition of each section as well as if there are any leaks. We've also reworked the overworld map, eliminating dropdowns and making navigating the map a little easier.
We're also bringing in the new Industrial path for Wonders. With the new path, players will have new nodes to discover, new resources, new structures for harvesting, and even new weaponry for to craft - with even more content to come in future patches.
Lastly, we are continuing to make improvements based on the wonderful feedback from our community. This patch we are making significant changes for not only the PC players, but are starting to address XBox-specific issues as well. We are not done yet, and are grateful for your patience and cooperation as we continue to improve the game.
As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam.
Servers will be going down on 3/10 at around 7:00 PM Pacific Time.
Released Patch Notes
v538.6
New Content:
New Modular Ship The Pegasus This is a new modular ship focused on transporting players’ tames.
It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks.
Unlocked in the Advanced Shipwright Skill
It comes with 6 tame railings that can store 5 tames each (30 Total). Resources for a base version:
Wood - 2500
Thatch - 2000
Fibers - 2000
Metal - 20
New Modular Ship UI We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships. There are 3 stages for durability:
Green - Durability is good
Yellow - Durability is moderate
Red - Durability is poor
If the portion of the ship is flashing, it means this area has a leak. We will look to make this UI element colorblind friendly in the future.
Map Menu UI Visual Revamp The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen.
The region the player is currently in on the Overworld map is highlighted in green.
Open Water Servers There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it.
They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to.
Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters
Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters
Southern Sea - Central Waters, Africa, Antarctica, South America
Western Sea - North Pole, Central Waters, South America, Western Waters
Industrial Wonder Content
The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region.
Industrial Wonder: Power Nodes
Transient Node - Geothermal Vents This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland.
Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes. These transient nodes produce a new resource type of coal: Brimstone
Static Nodes There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished.
Lava Vents produce a new metal: Orichalcum.
Sulfur Pits produce a new type of coal: Pure Sulfur
Both of these resources are needed to craft new Industrial structures and gear now and in the future. Lava static nodes allow players to build the Industrial Smithy. Sulfur pit static nodes will get new crafting recipes in the future!
New Craftables
Ore Miner - harvests the resources of the industrial transient node only.
Unlocked in the Metallurgy skill.
Crafted in the smithy
Resources
Wood - 125
Thatch - 400
Fibers - 320
Metal - 360
Hide - 100
Stone - 1200
Industrial Smithy - The structure allows players to build Industrial Wonder specific content.
Unlocked in the Metallurgy Skill.
Crafted in the Lava Static nodes
Resources
Orichalcum - 100
Pure Sulfur - 60
Wood - 50
Brimstone - 50
Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage
Unlocked in the Secrets of Rifle skill
Crafted in the Industrial Smithy
Resources
Ingot - 65
Orichalcum - 85
Pure Sulfur - 32
Flint - 30
Oil - 20
Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage
Unlocked in the Revolvers skill.
Crafted in the Industrial Smithy
Resources
Ingot - 35
Orichalcum - 45
Pure Sulfur - 20
Flint - 24
Oil - 12
Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol.
Unlocked in the Secrets of Rifle skill
Crafted in the Industrial Smithy
Resources
Orichalcum - 2
Gunpowder - 2
Pure Sulfur - 3
Brimstone - 1
Freeport Tortuga Freeport islands has been updated with new visuals.
New Holiday Content St. Patties Day Holiday
Pot of Gold has been added to the holiday vendor in freeports.
Green Ale has been added to the holiday vendor in freeports.
New Skill Pirates Resilience
Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%.
Bug Fixes
Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly
Fixed instances where the monumental studies structure was missing collision
Fixed instances where the market trade system is not locating the correct trade connections
Fixed instances of Circular Slice not functioning with a shield equipped
Fixed instances where available spawn servers would not reflect the player’s current server
Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off
Fixed instances where claim points were inaccurate
Fixed instances where Sea Fort towers and walls could be demolished
Fixed instances where sail snap points would change when a ship was released
Fixed instances where a duplicate sub was created when the dingy dock was full
Fixed instances where small sails could be placed very close to each other
Fixed instances where holiday structures could be placed in freeports
Fixed instances where the unnatural fog was not functioning
Fixed instances of misspelled text on Burial Mound Framework
Fixed instances where ship auto-pilot does not function properly
Fixed instances where Ships of the Damned followed the player across grids
Fixed instances where there was an overlapping gun port on the Turtle Ship
Fixed instances where the default sail on a Cog spawned at incorrect location
Fixed instances where the Sextant minimap would crash the client in Blackwood
Fixed instances where modular ships could have more sails then intended
Fixed instances where modular ships could exceed their intended max speed
Fixed instances where UI text would overlap
Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built
Fixed instances of islands having visual inconsistencies
Fixed instances where discovery zones of power stones were in Rookie cove grids
Fixed instances of multiple forms of torpor resistance to be in-line with the description
Fixed instances of The Great Temple structures having incorrect health values
Fixed instances of UI errors
Fixed instances of incorrect creature spawns
Misc
Settlement Claim Flag UI has been edited to be more clear
Respawn menu UI has been edited to be more consistent
Crocodile’s floating position has been raised
Portal Art has been changed
Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor
Shield Bash and Sword Attack no longer share a cooldown
Large Stone Wall health has been increased to 100,000
Large Stone Foundation has been increased to 120,000
Meat has been added to the list of resources players can add to the crew silo
Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources
Progression Table is now limited to owning company
Progression Table can no longer be destroyed
Colors for the quality of items has been shifted to be more readable
Modular ships sinking time has been slowed by 50%
Mortar and Harrier ships can now only fire if they are going under 5 knots
Modular ship speeds have been adjusted to be more inline with the legacy ships
Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower
LODs have been adjusted, updated, or created for several assets
Xbox Specific
Fixed instances of memory leaks
Fixed instances of textures loading and unload incorrectly
Fixed instances where level of detail was not being changed correctly
This is a work in progress. Additional fixes and optimization coming in future patches.
Known Issues
Xbox Series S still has some crashes when loading large numbers of structures
Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat
Portal art for returning to Rookie Cove still shows the “Atlantean Ring”
Portal art does not fade into the sky correctly
Offloading tames faces them all in the same direction
Lava vent node will not damage players that walk into the lava
Pegasus has incorrect icon
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, as well as timing, 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! :)