Ahoy Pathfinders! As we continue to sail forward into 2022, we are doubling down our efforts to not only provide new, exciting experiences for the Atlas community but also, reevaluating and refining the current game to improve the gameplay experience.
In this patch, we’re adding new regions, each with their own secrets, for players to explore and discover. We’re also getting festive with a few new cosmetics to help you and your crew celebrate the upcoming. Celebrate the year of the tiger or cuddle up with a bear-y good friend as you travel the world of Atlas.
Finally, we’ve invested a lot of time into addressing the gameplay issues voiced by you, the community. This update is the continuation of that initiative, bringing tons of much needed bug fixes to shore. In addition, we are unveiling our new public issue tracker where pathfinders can track the progress of bugs that have been brought to our attention via Discord or other forums. We hope that this transparency reiterates our commitment to putting the voices of our players at the forefront of our decisions regarding the future of Atlas. The link can be found here.
While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. 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 tonight, 2/2 at around 7:00 PM Pacific Time.
Released Patch Notes
v537.5
New Content:
New Regions have been added. Eastern Waters Located to the East of Central Waters, and are full of claimable islands. Portals to enter the Eastern Waters are located J2 and I1.
Western Waters Located to the West of Central Waters, and are full of claimable islands. Portals to enter the Western Waters are located in G1 and F4.
Uncharted Sea A new sea has been discovered, what mysteries will be uncovered while exploring these waters? There is a storm brewing on the horizon which might make it difficult to live in this region at some point in the future. This region is lawless. Portals to enter the Uncharted Sea are located in E11 and I11.
Workstation The Workstation is a new crafting facility that allows players to change 10,000 of a resource into a block or bundle of that resource. You can also turn a block or bundle back into a stack of 10,000 resources. Resources included:
Flint
Stone
Coquina
Granite
Limestone
Marble
Sandstone
Slate
Woods
Cedar
Cursed Wood
Fir
Ironwood
Oak
Pine
Poplar
New Holiday Items have been added. These items are available from NPC vendors in freeports. Lunar New Year
Stone Tiger Statue
Jade Tiger Statue
Gold Tiger Statue
Paper Lantern
Valentine’s Day
Black Giant Teddy Bear
Pink Giant Teddy Bear
Red Giant Teddy Bear
Bug Fixes:
Fixed instances where roof tiles would snap to floating points above ceiling structures
Fixed instances where the transient tracker did not point at the correct location and updated the item description
Fixed instances where Cursed Armor would not appear correctly on some female characters
Fixed instances where General Tile Module were no longer useable
Fixed instances where Army of the Damned Smithy would delete items
Fixed instances where items were loss when demolishing a container structure
Fixed instances of client crash when crew members are created while game language is set to Turkish
Fixed instances where mounted NPC crew were not taking damage
Fixed instances where grave digger stopped collecting
Fixed instances where submarine causes a crash
Fixed instances where Army of the Damned would not wake up after being knocked out
Fixed instances where island selector was not working in freeports
Fixed instances where items were being deleted from the Ritual Pedestal after a server restart
Fixed instances where placing a Ritual Pedestal would cause a crash in singleplayer
Fixed instances where Ritual Pedestals would crash the server
Fixed instances where placing a Ritual Pedestal would decay the structures around it
Fixed instances where killing an unconscious crew would result in them standing up
Fixed instances where player was being warped out of the B6 powerstone cave
Fixed instances of a duplicate Army of the Damned Smithy in the Altar of the Damned craftables
Fixed instances where items were being deleted from the Altar of the Damned after a server restart
Fixed instances where items were being deleted from the Cursed Temple after a server restart
Fixed instances where firing at some angles caused crew members to dismount cannons on the turtle ship
Fixed instances where item caches from demolished structures only contained 1 max player stack
Fixed instances of bottles not containing treasure maps in polar regions
Fixed instances where the incorrect message was displayed when attempting to claim an island that exceeded the available claim points
Fixed instances where the monument studies structure had no collision
Fixed instances where islands in G10 and C10 would have incorrect biomes
Fixed instances where transient nodes could spawn on an island that does not allow building
Fixed instances where the description of the frameworks for the Cursed Totem and Burial Mound did not accurately show construction time
Fixed instances of data deletion while grid traveling in PVE
Fixed instances of the market system behaving incorrectly
Fixed instances where warehouses would duplicate resources on server restart
Fixed instances where cursed temples could be built on ships
Fixed instances where the Monumental Studies Modular Room did not allow players to craft anything
Fixed instances where cursed armor was not showing up on female character models
Fixed instances where junk sails would stop functioning after gridding
Misc:
Potatoes and Limes can now be stored in the crew silo
Loom inventory max items increased from 60 to 150
Spider base and scaling stats have been increased
Displayed name length is set to 13 characters
The player is able to replace existing sails without having to demolish them first on legacy ships
Level up text last for 30 seconds before fading
Lowered the number of wild creature spawns by 25%
Resources required to progress through the stages of the Great Temple have been adjusted
Underwater Black rocks can now be built on
The effectiveness of sails on multiple modular ships have been adjusted
Weight sails are now more effective on the turtle and tramp freighter ships
Loot from the kraken has been slightly adjusted to drop higher quality items and BPs
Mech Monkey now has slightly higher drop rate
The names of wood resources have been changed to their original names
The cog now starts with one medium handling sail and 2 sail points
Known Issues:
Puckle mounted NPC crew take no damage.
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! :)
Update -Added setting (Mouse inverse Y) -Added setting (View bobbing) -Added setting (Weapon bobbing) -Added setting (Chromatic aberration) -Added setting (Bloom) -Tablets now restore (30,25,20)% of sanity -The effect of the incense on the madman has been increased by 3 seconds -Energy drinks now also reduce stamina intake, which makes them not useless -Reduced sanity in the dark increased by 40% (experienced, madman) -Ouija board can now give you an evil answer -Added 3 new questions for the Ouija board --(how did you die, what did you die from what is the cause of your death) --(how many ghosts are in the house, how many ghosts are here, how many ghosts in this house) --(where is your passport, where are your documents, where do you hide your documents) -Replacement of the clothes the characters , added hair. -Most tools are now enabled on the second button
Fixed -Fixed a bug where the spray paint was destroyed only in the hands of the host -The dead now do not leave breathing at a low temperature -After exorcising the ghost,now do not leave breathing at a low temperature -Fixed a bug where if the book of rituals is open, no one could open the phone.
To celebrate #PhantomBreakerOmnia's new characters, we're giving away 1K Steam keys of the "My Heartbeat for You" Promotional Soundtrack featured in the recent Character Reveal Trailer!
The 0.7.3 update for the demo took longer than expected (as is tradition). This is in part due to some tasks taking longer than we anticipated and in part due to us reorganizing our release schedule. Aside from fixing bugs which have been reported, we added quite a few new features.
Note: A lot of code has changed and as a result the old save files are not compatible with 0.7.3. We apologize for the inconvenience, but there was no practical way to make this update backwards compatible.
What's new in 0.7.3
Improved Cover System
We made improvements to UW's cover system to reduce the amount of pixel hunting and micromanagement. Characters will now snap to nearby cover when the cursor is close to it. On top of that, groups of characters will automatically align themselves along walls with a single click.
Move Order Holograms
When the game is paused, you'll now see a hologram that visualizes where units are moving to.
Squad-Based Rationing
Up until now, rationing required you to specify the amount of rations each character gets individually. This quickly became a chore that would only get worse in the future, as more characters will join your squad.
We're discussing how to address that and rolled out a preliminary change. Rationing is no longer configured on a per-character basis. So far, the underlying mechanics haven't changed. It's just that you have a single slider and the game will automatically divide your rations after every turn.
The rationing and camping mechanics will be improved in the future, but for the time being, this will do.
New Class System (Preview)
In the future, the game's RPG mechanics will receive a big update. We have finalized the characters' skill trees and added them to the game. Keep in mind that they're not yet functional.
The preview also features the new UI style that will be rolled out in the future. As of now, the game has a lot of ancient UI that is in dire need of a redesign. This will be done gradually during future updates.
The previews can be accessed from each character's old class menu. Just click the yellow text that says "Click Me".
New Content
We have added new enemy types and smoke grenades to UW. There's not much more to say here, other than that there's more to come, still.
Small Things
Fixed a bunch of bugs that have been found
Improve melee combat
Improve RNG to make it harder to do save scumming
Improve loading and loading screens (so there are fewer long hangs while loading)
Improve saving/loading system
Behind the scenes
Code Cleanup
There has been an ongoing effort to rewrite and improve much of the old code which has been giving us trouble. With the release of 0.7.3, almost all of the worst offenders have now been eliminated. There are only a couple of things left to do:
The way we handle unit animations and equipment during combat
The old class system (which is still in use)
The VN dialog code
Our procedurally generated combat level code
The old UI
Work on some of these has already started.
Where are the new character models?
We've been showing off new character models for a while now. So where are they?
We're pleased to announce that 0.7.3 is the last 0.7 update for the Unconventional Warfare demo. The work on 0.8 has officially started!
In fact, it started a while ago. While some of us put the finishing touches on 0.7.3, others have already been hard at work for 0.8. As a reminder (and for the uninitiated): 0.8 will feature the new character models we've been showing off, as well as the actual story of UW. The story you've seen up until this point was a mere placeholder.
Here's a sneak peek of three new locations that are being worked on.
Thank you for your support! Please continue to share your ideas with us and feel free to ask us any questions you might have (preferably via our Discord server).
Update time again. Before we go into the content list, I wanted to remind you that from this update on we will be switching to larger bi-weekly updates. The next update (which will be introducing goats) will be released on the 16th, Let's start with the new content now:
Alembic:
You can now craft a Clay Alembic that can produce fresh water out of any other type of water, including seawater! Place it on a campfire, fill it with seawater, place a liquid container in its inventory and wait for it to slowly fill. While the Alembic uses a good amount of fuel to distil water, it is a very good option if you find yourself in a low water scenario with no rain in sight.
Solar Still:
Another emergency water structure that can be crafted using a plastic sheet. Fill it with palm fronds, and the device will capture the water from the leaves and collect it into a container of your choice. It can only be built on environments that get a lot of sun though, so no jungle, mangroves or wetlands.
Water Filter:
A structure made of mud bricks, stones, charcoal and sand that is capable of filtering unsafe water with minimal work. Just fill it with unsafe water, place a container in its inventory and wait for it to fill over time.
Well:
While it's expensive to build and can only currently be placed in the wetlands it can provide you with a practically illimitable source of (unsafe) water. The well will basically work as a larger version of the self-filling cave puddle that can also be filled with rain and can be perfect for wetland bases or farms. Note: I had an issue with this card's art so its blueprint is temporarily disabled. We'll push a hotfix tomorrow re-enabling it as soon as we can. ;)
Urchin and Spider Wounds:
These events have finally been updated to use the wound system. Stepping on urchins will now create a wound that will make it almost impossible to walk until you manually remove the spines and will then behave like a normal wound. Spider bites are now also a wound that needs to be kept clean and protected.
Minor Content and Tweaks:
- Characters will now sweat more when hot. - Diarrhoea now takes longer to heal, making surviving on coconuts harder. - Enclosures are now re-nameable, in preparation for the new animals. - Life Rafts container bags are now larger and come with more flares. - Harvesting plastic from Life Rafts now takes longer and requires two steps. - Islander Perk now makes you start with a gourd bottle filled with water. - Deadfall trap is now again unlocked by finding heavy stones. - Filters now deactivate when switching locations to avoid confusing players. - You can now pin and bookmark liquid containers.
Fixes and Hotfixes for the Week:
- Fixed an issue with the clay pot cooler that was causing it to lose its name when it ran out of water. - Fixed dying from cold message. - Fixed a bug that was preventing making soap wet with most methods. - Tents are now destroyed by storms. - Fixed an issue that allowed you craft a broken fishing line. - Partridges now get stressed when not in an enclosure. - Boiling liquids no longer show a message saying ready in X minutes once they are already boiling. - Fixed some issues that were causing rafts built in places other than the beach to teleport you to the beach.
That is all for now. Have a nice couple of week everyone! :)
Crash Fixes
Fix for crash related to placing props
Fix for crash related to loading when someone is escaping
Fix for crash related to shelves
Taming
You no longer receive Tamed notifications for purchased animals
Belongings
Fix instances of buildings merging wiping out owners of rooms within
Fix instances of rooms merging wiping out owners of beds within
Giving a belonging will now cancel any records of taking that belonging
Taking a belonging will now cancel any records of giving that belonging
Halve length of time of belonging transfer esteem hits
Rooms
Placing a new bed over the top of an existing one will no longer turn bedrooms into bunk rooms
Most effort is going towards wrapping up the Hospitality Update, but we wanted to get these fixes to you!
In preparation for the Path of Exile: Siege of the Atlas expansion, we've gathered up all the Item Filter information you need to help you get ready for the launch.
If you're not sure what to do with this information, don't worry too much! We'll update Path of Exile's built-in item filter alongside the launch of Siege of the Atlas.
In addition to the item filter information below, we also wanted to let you know that in this patch, there have been changes to the names of the Expedition currencies. The new order of Kalguuran Artifacts is as follows: Lesser, Greater, Grand, Exceptional. This change was made to keep naming conventions consistent across currency types.
New and Updated Item Filter Functionality
Synthesised Maps can now be filtered for with the Base Item "Synthesised Map"
Fixed a bug where some Item Filter matching operators are backwards when used with count number
"Prophecy" has been removed as a filter condition.
New Items
Item Class: Support Gems
Divine Blessing Support
Mark on Hit Support
Eternal Blessing Support
Item Class: Divination Card
Judging Voices
Bijoux
Silence and Frost
Misery in Darkness
The Tireless Extractor
Justified Ambition
Parasitic Passengers
Duality
The One That Got Away
The Transformation
Magnum Opus
Imperfect Memories
The Magma Crab
Item Class: Stackable Currency
Surveyor's Compass
Charged Compass
Lesser Eldritch Ember
Greater Eldritch Ember
Grand Eldritch Ember
Exceptional Eldritch Ember
Lesser Eldritch Ichor
Greater Eldritch Ichor
Grand Eldritch Ichor
Exceptional Eldritch Ichor
Orb of Conflict
Orb of Dominance
Eldritch Chaos Orb
Eldritch Exalted Orb
Eldritch Orb of Annulment
Singular Scouting Report
Otherworldly Scouting Report
Comprehensive Scouting Report
Vaal Scouting Report
Delirious Scouting Report
Operative's Scouting Report
Blighted Scouting Report
Influenced Scouting Report
Explorer's Scouting Report
Oil Extractor
Item Class: Map Fragment
Al-Hezmin's Crest
Baran's Crest
Drox's Crest
Veritania's Crest
Item Class: Atlas Upgrade Item Please note that Item Class "Atlas Region Upgrade Item" has been renamed to "Atlas Upgrade Item".
Ceremonial Voidstone
Decayed Voidstone
Grasping Voidstone
Omniscient Voidstone
Item Class: Misc Map Item
Writhing Invitation
Screaming Invitation
Polaric Invitation
Incandescent Invitation
Maven's Invitation: The Atlas
Item Class: Archnemesis Mod
Archnemesis Mods can be filtered by name. For example, ArchnemesisMod "Hasted" or ArchnemesisMod "Toxic"
New Base Types
Item Class: Quiver
Feathered Arrow Quiver
Blazing Arrow Quiver
Vile Arrow Quiver
Heavy Arrow Quiver
Primal Arrow Quiver
New Quest Items
Atlas Book of Skill
Flesh Compass
Luminous Astrolabe
Writhing Invitation
Screaming Invitation
Polaric Invitation
Incandescent Invitation
Other changes
Pantheon Souls
Captured Soul of Nassar, Lion of the Seas renamed to Captured Soul of Shock and Horror
Captured Soul of Litanus, the Black Prayer renamed to Captured Soul of Puruna, the Challenger
Captured Soul of Poporo, the Highest Spire renamed to Captured Soul of Captain Tanner Lightfoot
Captured Soul of Murgeth Bogsong renamed to Captured Soul of Arachnoxia
Captured Soul of Arachnoxia renamed to Captured Soul of Queen of the Great Tangle
Captured Soul of Spinner of Flase Hope renamed to Captured Soul of Murgeth Bogsong
Captured Soul of Vision of Justice renamed to Captured Soul of Sumter the Twisted
Captured Soul of Warmonger renamed to Captured Soul of Vision of Justice
Captured Soul of Kitava, The Destroyer renamed to Captured Soul of The Infernal King
Captured Soul of Tunneltrap renamed to Captured Soul of Sebbert, Crescent's Point
Captured Soul of Varhesh, Shimmering Aberration renamed to Captured Soul of Piety the Empyrean
Captured Soul of Tahsin, Warmaker renamed to Captured Soul of The Cursed King
Captured Soul of Suncaller Asha renamed to Captured Soul of The Forgotten Soldier
We have a few things that we want to share with you today. First,
Today is the last day for the Steam 10% off sale!
It's Dangerous To Go Alone!
We cannot thank you enough for believing in what we’re building with Zenith. We know we have a long way to go (at least until we reach where WE want Zenith to be), but we’re just getting started and this journey of building Zenith is going to be so much better with all of you a part of it! We are absolutely blown away by how much love and support you’ve already shown and it has encouraged and motivated us to want to work even harder to make Zenith not only our dream game, but yours also.
Listening and Transparency
Transparency and Doing Right By The Player is a core tenet of Ramen VR’s DNA and we’ll always do our best to share everything we’re working on. At the same time, our biggest strength is our ability to change directions quickly based on community feedback, so we will not project our complete long term roadmap as it’s constantly changing and shifting. Understand that we just want to be careful about creating expectations that may change.
We will, however, strive to confirm all of the features that will eventually be in Zenith, just understand that we can’t always commit to an exact timeline.
Anyway, it’s been one crazy and exciting adventure already launching Zenith and we’re excited to show you just a little of what we’ve been working on now:
Completed Already Post Launch
[h4]- Server stabilization and increased capacity:[/h4] With crazy high numbers of people logging into Zenith all on launch day, our team worked around the clock to balance and optimize server loads and also handle elusive scaling issues that no amount of load toasting was able to reveal beforehand. We also increased capacity by 15% per server.
- Remove Shard Locking
We then pushed out an update that removed shard locking so that players could more easily join different servers that their friends were on or switch servers for other reasons if they wanted without needing to wait 24 hours.
- Fixed multiple voice chat and login issues
Though there’s still some things we’re working on, the most glaring voice chat and login issues have been resolved. We’re now seeing the vast majority of people getting in the game when they want to play and having a smooth experience.
By the way, if you had submitted a support ticket, we just want to thank you for your patience as we tried to work through those as fast as possible, but couldn’t often respond as quickly as we would have liked. In just the first couple days, we received over 3,000 support tickets and we were also working around the clock to help everyone as quickly as possible. This week, we hired an additional support agent to help get that response time lower.
Minor Content Update Coming This Month
- In Game Alerts
We know it’s frustrating when a server restarts while you’re in-game because you didn’t get the notification on Twitter or our Discord about it happening (all the sudden, your hands just freeze in an awkward position because the server is offline). We’ve built out a new system for in-game alerts so we’ll now be able to communicate better to players with important, time sensitive updates.
- New Quests
We’ve added 23 new sidequests including quests in each biome to make leveling up more fun and diverse.
- Reworked Quests
We completely re-worked the quest line and tutorials for the fractured plains to be easier to understand for people just getting into the game and to be a bit less grindy.
- New Armor Tier
We’ve added a new tier of endgame armor and weapons that will give players something new to work towards obtaining in the end game.
- Arboruht Tuning
Tuned the Arboruht balance to make him both more challenging, fun and to give out better feedback while battling.
- Fixed several armor visual glitches
- Improved Animations
Upgraded and tweaked animations of the quest NPCs to bring out more of each character’s distinct personality
- Fixed Crossbuy Issue
Fixed an issue with a very small percentage of cross-buy users who were unable to access the Rift version of the game
-UI Improvements
Made improvements to the UI to make progression clearer and explain certain things that were a bit confusing.
- Misc Improvements
Lots of other general stability and quality of life improvements and game balance.
As mentioned before, we’re just getting started with Zenith and have SO much we’ll be working on this year that we’re excited to show you soon. This is subject to change, but currently here’s a quick overview of what we have
We’ll try to do updates like this as often as we can. Thank you again for believing in what we’re building with Zenith. We’re a small team with huge dreams and ambitions for Zenith and it’s only with your support that we’ve gotten this far. Please continue to give us ideas, feedback and bug reports on https://feedback.zenithmmo.com/ and by filling out the surveys that we send out regularly to different groups.
Thank you for an amazing launch! We hope to see you in-game soon!