BUG: Fixed the bug that causes a deadlock at the start of random events.
Optimization: Enhanced character location indicator, easier to locate oneself in the crowd! Camera angle returns to the original position after leaving the instance General Attack (Sword) new special effects and general attack actions and sound effects New feature: "Expel": Expel common monsters caught in the Shan Hai Jing Sound Effects: General attack swings and hits, Dao Xuan Swallow Cloud Art, Falling Star Crumble Miscellaneous: (Story) Opening dialogue with Shen Qianqian rewritten, added drop item special effects, English [Settings] translation
- Keyboard Mappings: I had 90s style arrow key movement as default, but as most people prefer to use wasd controls, I made it as default that you can use both! The wasd movement is binded and can be changed to other keys in the options, while the arrow keys are always usable ! As a note: The new wasd mapping applies only to people who start the game for the first time as i don't want to override any other preferred method of people who already rebinded, so if you already started the game and want wasd you have to bind it in the options!
- New Music Each stage has different music now, the first one (in Grasslands) stays the same while the other stages have new music added! If you like the music, make sure to check out DavidKBD (look him up on your preferred search engine) who makes this and other music royalty free!
- All interactables now display a white outline when nearby to indicate to the player they are interactable, i.e., items, cuboards, dead bodies, Elixir, CCTV, etc.
Updated Xray: - Coloured outline/tint added to Xray. - Xray now only appears for the Sin player in 1v1 situations (test if OP). - Xray now stays consistent in 1v1 situations. - Prides Xray now appears purple.
Pride: - Updated Prides portal ability, now only having one pair instead of two pairs (makes it simpler for new players to understand, may re-add later the second yellow pair again as a bonus ability after your first few kills). - The portals continue to spawn using left and right click, but can now again be removed if already spawned in (rather than instantly spawning in a new one and destroying the old). - Delay between teleporting again reduced from 2 to 0.5.
Wrath: - Fixed wrath further to jump higher and work on every space. - Now releases on damage taken/knockback from weapons or on transform. - Added temp air control boost & lower gravity after releasing from grabbed wall for 0.5 seconds to aid grabbing onto the next wall. - Upon pressing space in air as wrath when trying to grab a wall, it will do multiple grab attempts within a short period automatically rather than having to perfectly time the grab.
The Wunder Entertainment team is pushing hard. We’re almost at the beginning. Of the beta, that is. We’ve come incredibly far even in the last couple weeks. If this breakneck pace continues, we will have a playable version of the game ready and waiting for you to get your hands on very soon. The Lost Isle runs smoother and plays better everyday. In the meantime, we’re grateful for your patience.
When you do land on the shores of the Lost Isle, we’re hoping you’ll find it interesting enough to build your own home there. It could be a little hut under an inconspicuous rock, a fortress on a hill, or any kind, type, and size of structure between. At the end of the day, it won’t matter exactly what your home looks like as long as it can keep unwanted hands from your precious loot.
Because there will be unwanted hands. Some bearing claws. Some holding swords.
So how do you get started? With a property deed. Crafting one of these for yourself and then placing it on the map will secure building permissions in that area. You can extend those permissions to friends and allies, but otherwise, no one should be able to build a siege ramp up and over your walls. That doesn’t mean your home will be invincible. I know there is at least one member of our team who has gone out of their way to create some wall-destroying items.
Building a home isn’t for you? Feel free to live a hunter-gatherer lifestyle. With only the pack on your back and your weapon in hand, you can wander the Lost Isle as a daring nomad. As long as you don’t die, your biggest enemy will be your inventory space. It won't be convenient, but you live your life how you want.
That being said, there is more to having a home than a place to keep your acquired goods. As you progress in capability, understanding, and wealth you’ll be able to add new workbenches and magic-infused machines to your home. While there is plenty of loot waiting around for you to steal, there will also be ways for you to build and tailor your own items to your playstyle. As long as you’ve got a roof over your head and a home outside of your heart.
Keep an eye out for the beta announcement! You'll hear as soon as I do.
Hey everyone, it's that time of year and Steam Next Fest is finally upon us! Feel free and download our Technical Demo. Although it is not a finished product, nor intended to be a 'game', it is a transparent representation of where we are in Development. If this is the type of thing that interests you, than go nuts and feel free to provide feedback, and let us know about any bugs you find in our Discord. Make sure check out our Devlog as well. Thanks for the support!
Hello everyone, check our new update that features our new mechanic: Traps!
Traps can help you defend your city. They trigger automatically when enemies are nearby. Right now there are two traps that you can use: Explosive Barrel and Arrow Wall Trap. What other traps should we add to the game? Let us know of your ideas!
Watch out! Enemies can also explode now! Don't let the bomber get too close to your buildings or units.
You can also use explosive enemies to your own advantage!
We’ve updated different parts of our UI, now it is easier to understand and looks better.
Check out the new economy overview window. It shows you how much gold you generate from each source and how much you spend. It will help you to optimize your army and city.
Tower doors now connect to walls on different levels. You can also enable and disable each door, making the path possible or closed when designing your wall defenses.
Siege machines now require ammo to shoot. Ammo can be created in a siege workshop, and it will cost you some wood and stone.
There are also some other smaller changes that you will see playing the game.
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!