ATLAS Patch 413.8 Markets and Upcoming Wipe

Posted on November 4th, 2020 03:01 PM EST
Ahoy Pathfinders!

Last Saturday we discussed our progress on addressing the map flickering and PVE Sea Fort claiming issues from the last patch, and although we aimed to get the hotfix out on Tuesday, we ended up being able to integrate these fixes with an early release of the new Markets! This new build is scheduled for tonight, Wednesday at 7:00 PM PST!

Again, the actual Trading will not be available quite yet in this Market patch as we are still actively testing its functionality and mechanics. Players will be able to craft a Market at a Smithy as long as they have the required Advanced Automation skill from the Construction tree. For now, you savvy seafarers can check out the configurations and set up preferences. Please let us know your feedback on how the Market UI functions.

Our crew craftsman has made a few renovations on the Sea Forts, but the construction is still ongoing! Pirates with an eye for aesthetics can expect further design improvements down the line. Additionally, Sea Forts now also display owner and tax rate. A number of balance passes have been made as well as we continue to observe the gameplay surrounding it.

Upcoming Wipe
Early next week, we are expecting to release the third part of the Trade System which will introduce the actual Trading functionality. In order to implement this, a wipe will be required. Currently, this is scheduled for next Tuesday, November 10. For clarity, tomorrow’s Market patch will NOT include a wipe, but next week’s Trading patch will. More information about the Trading patch to come.

Released Patch Notes
Server v413.7 // Client v413.8

*** Private Servers, please see new configuration variables at the end of the patch notes

New Feature: Markets
  • A new Market structure has been added
    • Markets must be connected to a nearby Warehouse to function
      • The Warehouse must be connected to a Farmhouse for full functionality
      • The Warehouse acts as a repository for trading resources for the Market
    • Trade Routes may be created between Markets
    • Preferences for Resource Trading may be set on the Markets
    • Markets DO NOT currently Trade
      • Markets trading is in testing and bug fixing and will come with a later patch
      • Trading will be automated based on preferences set on the Market
      • A successful trade will generate some amount of Gold Coins
    • Markets have 150k health and are difficult to destroy
    • Crafting a market requires the Advanced Automation skill from the construction tree and may be done at a Smithy
    • Some Trade and Market tuning values are configurable for private servers
Sea Forts
  • Updated the terrain of the Sea Fort island
  • Simple cosmetic updates to the look of Sea Fort structures (this art is still a placeholder)
  • Adjusted respawn times for some structures on Sea Forts (walls still respawn quickly)
  • Made some Sea Fort tuning values configurable for private servers
  • Updated data on the map about Sea Forts (owner and tax rate are shown)
    • Now only shown when zoomed in
    • Performance while map is open should be improved
  • Increased Defense Tower's damage resistance
    • Explosion Damage Received: 100% → 70%
    • Explosive Barrel Damage Received: 100% → 10.5%
    • Catapult Boulder Damage Received: 100% → 28%
    • Ballista Damage Received: 100% → 7%
    • Added immunity to melee attacks and liquid flame
  • Modified Tower Wall's damage resistance to match Defense Tower
    • Explosion Damage Received: 31% → 70%
    • Explosive Barrel Damage Received: 31% → 10.5%
  • Increased damage dealt by Defense Towers
    • Explosion Damage: 100 → 250
    • Direct Damage: 180 → 500
  • Bug Fix: Sea Forts can no longer be captured on PVE servers
  • Bug Fix: Players will no longer spawn on Sea Forts
  • Bug Fix: The map no longer flickers
  • Bug Fix: Warehouses can no longer be placed on ships
Server Config
New variables for Sea Forts, Markets, and Trading have been exposed for server configuration:
; Trade BaseTradeIncomeGoldAmount = 10; Base amount of gold a Trade Route generates per server it travels through, as the crow flies TradeIncomeGoldIntracompanyScalar = 0.5f; Multiplier for trading within the company TradeIncomeGoldAllyScalar = 0.5f; Multiplier for trading with allies TradeMarketCoolDown = 300.0f; Delay between starting a new shipment if one has begun TradeRouteShipmentMaxWeight = 1500.0f; Combined weight of all resources in a trade, shared between both shipments TradeRoutesMaxPerMarket = 5; Max number of trade routes each market may have MaxAllowedTradeShipsOnServer = 5; Max number of -real- ships allowed on a server before they queue up VirtualShipFactorServerMax = 8; used to balance rate of real v virtual ships VirtualShipFactorVirtualDecay = 0.8f; same VirtualShipFactorRealGrowth = 0.5f; same VirtualShipDelayInSeconds = 60.0f; How long it takes a virtual ship to travel through a server ; Control Points ContolPointLandClaimTime = 1500; how many seconds it takes to claim a Sea Fort from neutral ControlMaxClaimTaxRate = 30; Maximum percent out of a hundred that a Sea Fort can tax a ship using it ControlPointCostLimit = 100; Total amount of build points a Sea Fort may have on it for defenses ControlPointAggressionDecayTime = 60; How long a Sea Fort remains aggro at someone who attacked ControlDestroyedDefensiveStructureAutoPlacementDelay = 600; How long it takes for the Sea Fort to start rebuilding ControlPointNeutralStructureAutoPlacementDelay = 120; Delay between each rebuild step
Known Issues
  • Old Structures on Sea Forts did not get moved with the island, and Sea Fort may not necessarily recognize these structures. This is will be fixed with next week's wipe, or players can also simply destroy the old structures
  • Claiming issues with Sea Forts on PVP Lawless

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 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! :)

Happy Sailing,
- ATLAS Crew

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