New land masses be appearin' on the horizon! The harsh climate and lack of water sources will make this area challenging to live on, but shapes of a mysterious building can be made out through thick fog covering part of the island. Monumental achievements await pathfinders seeking to call this Wonderous island home. With these changes comes a new map, a wipe and a new season for ATLAS!
We’re taking the first step into building upon the vast world and wide seas of ATLAS. With this update, we are merging the NA and EU PVP servers into one large global server that we will continue to expand on as we work with the community to shape the ATLAS world. A big thank you to our passionate Pathfinders who helped steer our sails towards this grand new direction. We look forward to continuing to work with the community to enrich the world with more lands to explore and seas to discover!
Servers will be going down to deploy the update tomorrow night, 12/15 at around 7:00 PM Pacific Time.
The next patch is expected to be more focused on bug fixing and optimization as we design and flesh out our next steps for expanding the ATLAS map. We are also working on creating a public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts. Please join us on the Official ATLAS Discord here for all the latest happenings!
Released Patch Notes
V535.8
New Content:
Island locations: H9, I9, J9, K9
High heat ravages the island, be prepared with plenty of water
Some creatures have higher base levels
Lawless claim
Tortuga Tortuga is a new freeport located outside of Rookie Cove that anyone can visit at any time from the portals located in Central waters. Buy and shop for seeds, crewmembers and other basics that you need for your adventures.
Tramp Freighter This new ship is a small and sturdy cargo hauler. It can carry more than other ships of its size and still retain respectable speed. It can not currently be built, but blueprints can be located in flotsam and shipwrecks. Building the Tramp Freighter will be released in the next patch.
Bug Fixes:
Fixed instances of incorrectly picking up insect meat with tames
Fixed instances of the schooner and raft from disappearing from the small shipyard
Fixed instances of oxygen not working correctly underwater
Fixed instances of turning on ships in unintended ways
Fixed instances of sails being up upon gridding (PvE)
Fixed instances of treasure maps taking you to inaccessible grids
Fixed instances of shoulder tames not working correctly after bed travel
Fixed instances of incorrect durability on a medkit
Fixed instances of the Medkit affecting character models unintentionally
Fixed instances of spoil times not working correctly
Fixed instances where resources were generating incorrectly in damned altars
Fixed Instances where submarines were being stored incorrectly
Fixed instances where there was unintended underwater visibility range on ships
Fixed an issue with the zipline sending player in unintended directions
Modular ship sailing behavior adjusted across the board
Fixed instances of incorrect resource amounts when replacing modules
Fixed instances where damned smithy icon was incorrect
Fixed instances of ships being lost when attempting to border in Central Maw
Fixed instances of blueprint modular ships losing sails
Fixed instances of items in players' hotbars disappearing after bed travel
Fixed instances of players losing control while repairing modular ships and bordering simultaneously
Fixed instances of markers not being able to be placed correctly
Fixed trade path between I1 and E5
Fixed issues with tax rates changing when owning players are changing servers
Fixed an issue where the songstone was not placeable
Fixed an issue where restoring defaults on options would reset multiple menus
Fixed an issue where a player would be taxed by their own seafort
Fixed an issue where structures built from the damned smithy had incorrect damage calculations
Misc:
Gold cost from building base versions of ships has been removed
The scaffolding for the Broadsider in the Shipyard is now correct
The scaffolding for the Cog in the Basic and Advanced shipyard is now correct
The locations of Transient nodes now correctly change weekly
The cooldowns for the Repair Fiend and Rally the Troops UI will now display correctly
Ships of the Damned will now return to their original location upon losing their target
Treasure Maps no longer have a spoil time
Emergency Ladder on Cog, Carrack, Harrier, Kraken is working as intended
Smithy inventory max items increased from 150 to 300
Gold has been added as a base cost to the shipyards
Changes made to the skills search bar to be more consistent
Cosmetic polish to skills for clarity and uniformity
Loot tables for blueprints in maps have been adjusted to be more in line with other drop sources
The cooking pot grill and preserving bag can now only store items needed for its use
Updated multiple item descriptions and names for spelling errors
Certain Damned Altars will no longer be floating in mid-air
Fixed instances in which resetting options to default would affect all option instead of the set a player was currently looking at
Xbox only:
Overworld map has been taken out of single player due to visibility issues
Fixed issues where large islands would crash xbox players
Known Issues:
Scale of the map for wonder islands are inaccurate
Discovery Zones for wonder islands are inaccurate
Crude Tool is removed from player's craftables after a character respec
Island selection in a4-d4 is not working as intended
There is inaccurate. outdated text in the server select menu (Until 10/28:...)
Quest marker for the lower left Africa Golden Age Ruin is incorrect (G9)+
Destroying shipyards will give no resources
Tax rates are not being set correctly
*The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them.
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 Jean-Paul Software Screen Explosion - Jean-Paul Software
New this Christmas to the Jean-Paul Software Screen Explosion: The North Pole Logistics Centre! Due to population increase and concerns about delivering presents in person during a world-wide pandemic, Santa has embraced mechanisation, recycled the majority of his elves, and moved over to present sorting by drone.
The consultants he's hired are trying to get him into blockchain, but despite his access to cheap geothermal energy, like any sensible fictional character he's sticking with a database- albeit one hosted by Amazon Web Services. Yes, much like London's "Silicon Roundabout", the North Pole is in fact on a small industrial estate just outside of Dublin.
Hello everyone! The game was just updated with version 0.47a
It's a pretty substantial update, that focuses on completely reworking the beginning of the game and the first 1-2 hours of playtime. I've made original starting zones back in 2019, when actual gameplay of the game was a whole lot different. Most of you probably don't know, but the game originally had battle system similar to old RPGs or MMOs, which was basically autoattack with some abilities and battle pause. There were almost no advanced traversal abilities, and the world was much more flat. Later down the line, the gameplay was changed, but original zones stayed the same. Additionally, I wasn't as experienced in designing open world zones, as I am now. I am no expert by any means, but atleast I better understand things like zone flow, zones of influence, signposting for points of interest etc. If you played the game till the end, you might have noticed that later zones are much better to explore, that the first one.
The problem was that a lot of new players made their mind about the game by judging it over the starting zone, which was the weakest one at that moment. So that's why decided to put a huge effort into remaking it. Basically, the zone is completelly different now. The layout is changed, enemies and resources are changed, Overgrown cave was remade, I've added new caves, new challenges, new world bosses and rewards. Quests were changed a lot too. Now, originally, my thought process of making them was to have a couple of simple ones at the start to be sort of a "tutorial" ones for game mechanics. These are the quests about fixing the well, killing a bear, getting a horse. But what happened is they ended up just being underwhelming and forgettable, while the players learned game mechanics themselves fairly easy. So i decided to rework them, add few story beats and cutscenes to them, remove ones which I considered not worth keeping, and overall make them more exciting at the start. Hope it worked out well enough.
Second zone (Golden Forest) didn't receive as huge reworking as the starting one, I've added a few details and points of interest here and there, but overall it stayed the same. I think it now works better after the first one, because the first one is more different and makes a better contrast between them.
Other changes:
You can now travel with waypoints only when you stand on one. I decided to nerf waypoints that way, not only because it made travelling too easy, which made the world feel small, but, more than that, it made abilities like teleportation and items like homing stone basically useless. I never actually intended to make them like this, it was an oversight that I decided to keep at the time.
Fixed animation bug with Star walker and lightning mage skeletons
Blood demon now attacks with mouse hold, not click. It also receives melee bonuses, similar to werewolf
Fixed the bug when assigned abilities used skill level 1 after loading a game
Fixed potatoes not giving cooking bonuses
Fixing climbing down ladder animation
Fixed assigning on Mouse buttons 4 and 5
Fixed few small bugs and issues
What's next?
I plan to do pretty big gameplay update next. A lot of issues of high-level scaling piled up, basically a lot of mechanics were working fine at lower levels, but then became overpowered or obsolete at high levels with endgame gear. Working on modding is going well too. I am still early, so I can't show much yet, but I've figured a lot of UI choices and mechanics that I plan to do, so I might introduce the first part in one of the next couple of updates.
Back in July, we teamed up with iGames to give away 10,000 Alpha Keys to Eden Falling, and just in case you missed our last announcement, we are doing it again!
The giveaway started on December 1st and will continue through the rest of the month. Go to Intel Gaming Access to fill out the form while supply lasts so you can play Eden Falling and experience the Afterfall for yourself!
Upon getting your key, don’t forget to keep your game updated as Eden Falling is improving more and more with every key downloaded. We take your feedback seriously and we want you to find and report all bugs you may find to this form so Eden Falling can keep getting better. Please keep in mind this is still alpha gameplay, so everything is subject to change such as graphics, mechanics, etc.
If you miss out on the giveaway or are up for more of a challenge, we still have an ARG running that’s hidden in our social posts. If you can solve the puzzle, you’ll be rewarded with a key!
In an extra bit of news, we will have a Discord Channel dedicated to the players launching soon! Once available, you’ll be able to chat with the team members directly, get updated when we go live on Twitch, and more! We will have more details about the Discord channel and when you can join in the future.
Whether you have a key or not, please wishlist us here on Steam! But to stay in the loop about future updates and improvements coming to the game, as well as our upcoming Discord server launch, give us a follow on our various socials:
The 2021 Holiday Update is now available! We've decorated the buildings with lights, spruced up the main menu with some snow, and gave everyone a free Santa Claus hat! Any feedback, bug reports, etc. can be posted in the discussion boards.
Shikkoku no Sharnoth has been officially launched!
Thanks to your support, the first special price of 20% off, the special offer lasts for one week ~
FAQ
Q: What languages does the game support? A: Currently only Simplified Chinese is supported, no other language versions are supported at this time. To get the best experience, please make sure to run in Simplified Chinese. You can check if your system is in Simplified Chinese in "Windows Settings - Time & Language - Region & Language".
Q: How can I get more new news? A: Follow us on Weibo, or join the official QQ group: 831107672.
Q:How do I communicate if I have questions and want to give feedback? A:Welcome to join our official QQ group 831107672, or directly contact iMoe Games official QQ: 2377502578.