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! :)
The event is a fantastic opportunity to expose new people to the world of puzzle games, as well as expose seasoned fans of the genre to new and lesser known titles like Triga!
"Do you love puzzle games? Do you dabble every once in a while? Are you a puzzle novice curious to know if the genre is for you? Cerebral Puzzle Showcase was created to help you find your next favorite puzzle game!"
Paste DB is available now with -15% launch discount.
We manage to provide Korean and Japanese GUI before release. And there will be more language updates and some of fixes if there's any unintended behaviors.
Please make sure you save the database as a file and making back-up in your need. Manually saving database is intended way of handling data.
Ostranauts v0.9.0.10 is now available on Steam, and your clients should be updating shortly.
This is a hotfix to our recently released "Wear and Tear" update, primarily addressing AI issues, endless sickness, and some other bugs.
Saves from v0.9.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Fixed a bug that caused player to remain stuck in social combat if police accepted salvage license.
Fixed a bug that gave player permanent weak stomach illness when they became nauseous or vomited.
Fixed some health conditions which could cause out of control cascading health side effects.
Fixed a bug that caused AI to sometimes pick up installed hull pieces for comfort, slowly draining atmo and temperature.
Fixed a bug that sometimes caused player's crew to be used as an NPC pilot around OKLG, if that NPC was not on-screen.
Fixed a bug that allowed NPCs to walk onto player ship to pester them if the player owned both ships on screen.
Fixed a bug that would cause null errors after saving and exiting a game, then reloading a save without quitting app.
One of today's fixes involves the police shakedown encounter, where they accept your salvage license, turn to leave, and then continue to pester you, preventing you from leaving. This came down to a missing "exit" flag on the end of that conversation branch, and should be fixed now.
We also found and fixed a number of stomach illnesses caused by certain events, including choosing "Temperate" in the chargen trait kiosk. Players afflicted by these should be cured when loading their saves, and it should no longer happen in future games.
There was a bug in the AI that allowed it to pick up installed floors for fun, and this has been curbed. The AI will still pick up other things for fun, though. This behavior is limited to their free time when set to behavior "auto," in case you wish to fully prevent this.
Player crew was occasionally being selected to fly craft around OKLG if there was a spawn pilot needed and the crew was off-screen. This has been fixed.
AI was also occasionally walking onto the player's ship to pester the player in cases where the player's captain thought they owned both ships on screen. This has been fixed.
And finally, there was a null error introduced by the new power icons visible during item installation. This only happened if the player returned to the main menu and reloaded a save without quitting. This should be fixed now.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
Alongside some bug fixes, this patch introduces better saving and loading handling. I'm going to be looking into Cloud Saving very soon, as this new saving and loading method will make this more reasonably possible.
Deadzone issues are finally improved, as well.
The big change is that, if whatever reason your save file is corrupted, the game will now load the nearest backup and give you a message to inform you of that when you load the game, which is way better than the game just crashing.
Now, onto the patch notes!
Here they are!
Changes tagged with <COMMUNITY> were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
CHANGELOG
If, for whatever reason, your save file becomes corrupted, the process of loading up the nearest backup has now been automated. You can now also expect Cloud Saving soon.
Keyboard and Gamepad handling in the Level Up, Chest, and Invocation menus has been rewritten (again). Please do let me know if there's any more bugs with it.
Map event objects, such as the Crystalized Chest, can no longer be Entangled.
<COMMUNITY> Increased the deadzone for moving the mouse cursor with the right joystick on Gamepads. Sorry this took so long.
BUG FIXES
Fixed issue where the game would crash when you leveled up as a Merchant with the latest patch (this was fixed immediately, but I'm including it in these patch notes).
Fixed issue where the Jackpot achievement was not being awarded.
Fixed issue where achievements regarding not opening chests were ignoring the fact that you actually opened chests.
Attempted to fix rare issue where the map event object in The Crossroads would sometimes instantly despawn. Please let me know if it continues to happen.
Attempted to fix rare issue where, when opening a chest from a boss enemy, you could be offered the Boss Skill, and then the Boss Skill again if you get a Bonus Relic choice. These don't actually stack. Please let me know if this happens ever again.
Attempted to fix rare issue where, when opening a chest, sometimes one of the displayed relics never lands on a proper result, and instead just keeps rapidly cycling through choices. Please let me know if it happens ever again.
Fixed issue where, should 2 chests ever overlap, you'd only open one if you ran over them even though both would disappear. They are now queued instead.
Fixed issue where, if the circumstances were just right, the Cultist's Weapon Skill would work on Boss enemies, instantly killing them.
Thank you for your patience as usual. Localization and translation integration is my next priority.
- Center Molecules - Menu - Remove back to map inside map - Refresh Atons molecule Prednisolone - Save configs in Music and FX - Correct position to save - Screen to Ask when click in New Game