Atlas-Servers.io Blog Feed en https://atlas-servers.io/ Thu, 01 Dec 2022 04:06 CET Atlas-Servers.io is a Atlas servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 SGE Update 11.30 https://atlas-servers.io/blog/310/sge-update-1130/ https://atlas-servers.io/blog/310/sge-update-1130/ Thu, 01 Dec 2022 04:06 CET
With the new season, we have an updated Server Grid Editor (SGE) available for unofficial server owners. We wanted to ensure making a map was as easy as possible to all players, so we have added the ability to export and import server layouts. Players will be able to export/import grid layouts from season 10 or another personal layout they prefer. It should be noted that this feature and update is optional! 

To download the latest Server Grid Editor (SGE) click the the following link: SGE download[s3.us-east-1.amazonaws.com]

Exporting Grids
  1. Open up an instance of the SGE and load a project that you want to take grid layouts from.
  2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates



  3. Go to the export tab and you’ll see new options with text fields above them:
    • Export Server Json (this section will be covering this)
    • Import Server Json (next section)


  4. In the text field above ‘Export Server Json’ type in the server you want to export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively.
    • NOTE: you cannot bulk choose servers, it has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work.


  5. Once the server you want to export is typed in click ‘Export Server Json’ and an explorer window will open.
  6. Save that file wherever you will find it and leave the syntax as its default (It will be something like: ServerGrid_B2).



  7. Repeat steps 3-6 with all servers you are interested in exporting/importing.
  8. NOTE: The data you are exporting will include Discovery Zones, Server Data and Island Data (instances, overrides and positioning).
  9. Close this editor or File -> Open the project you are importing to.
Importing Grids
  1. Open up an instance of the SGE and load a project that you want to take grid layouts from.
  2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates.
  3. Go to the export tab and you’ll see new options with text fields above them:
    • Export Server Json (Previous section)
    • Import Server Json (This section)
  4. In the text field above ‘Import Server Json’ type in the server you want to overwrite with an export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively.
    • NOTE: Same as last time, you cannot bulk choose servers. It has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work.
  5. Once the server you want to overwrite is typed in, click ‘Import Server Json’ and an explorer window will open.



  6. Navigate and choose the “ServerGrid_Server.json” file you want to import and hit ‘Ok”
  7. It will replace the layout and information of the Grid you entered in step 4.
  8. Repeat steps 3-7 for all other grids.
  9. Save your project.

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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Season 11 Patch and Wipe https://atlas-servers.io/blog/309/season-11-patch-and-wipe/ https://atlas-servers.io/blog/309/season-11-patch-and-wipe/ Tue, 29 Nov 2022 23:19 CET
A new season is soon to be here! We have new server layouts, a Winter Holiday to celebrate, some items to improve taming and tame storage, and a long list of bug fixes. With the changes to the servers, we are expecting an extended downtime to get everything up and running.

Official servers are expected to go down Wednesday November 30th around 7AM PST and should be back up around 7PM PST.

There were some questions regarding the status of the Season 10 Roadmap previously posted here. Since we were not originally anticipating the current season ending so soon, not everything on the roadmap was able to be completed. The information in that roadmap is still relevant, it will just be extended into the new season. You can still expect to see those trading system upgrades, factions, modular ship improvements, and singleplayer maps.

Released Patch Notes

v.554.3
New Content

New Servers / World Maps
As mentioned in our previous announcement, there are some changes coming to the size, count, and layout of our official servers this season. There will be one 6x6 PvE server and ten 3x3 sized PvP servers.

Layout Variants: For the PvP servers, players will have access to 3 different map layouts.
  • Variant 1: Mostly temperate
  • Variant 2: All Equatorial and Tropical
  • Variant 3: All Equatorial and Tropical
List of Official Servers:
  • [Global][PvE] Kraken’s Grasp
  • [EU][PvP] The Shark’s Frenzy (Variant 1)
  • [EU][PvP] Typhoon Lagoon (Variant 2)
  • [EU][PvP] Crimson Tides (Variant 3)
  • [NA][PvP] Cobra’s Strike (Variant 1)
  • [NA}[PvP] Red Beard’s Revenge (Variant 1)
  • [NA][PvP] Royale Reef (Variant 2)
  • [NA][PvP] Greedy Gulf (Variant 2)
  • [NA][PvP] Ivory Shores (Variant 3)
  • [NA][PvP] Seagull’s Beak (Variant 3)
  • [NA][PvP] Stingray Bay (Variant 3)
Gameplay Changes for the PvE Server:
  • 6x6 size
  • Quest content is available
  • All grids are unclaimable lawless
  • There are no regions or portals
  • No Maw Waters Regions
Gameplay Changes for PvP Servers:
  • 3x3 size (10 total)
  • There will be a mixture of NA and EU Servers
  • Quest content will not be available
  • Mixture of Island Claim, Claimable Lawless and Unclaimable Lawless grids
  • There are no regions or portals
  • No Maw Waters Regions
  • Boosted Rates*
* The season will start out with PvE and PvP servers having the same server rates (2x normal and 4x boosted on weekends), then will later transition into PvP servers having higher rates than PvE.


Winter Event

Winter has arrived in Atlas, so cozy up next to a warm fire and enjoy the jolly times ahead during this limited time event!

Winter themed items can be obtained from Holiday Vendors found on Freeport islands:
  • Gold Turkey Statue: (50g) a placeable cosmetic structure.
  • Cooked Turkey Decoration: (50g) a placeable cosmetic structure.
  • New! Cooked Turkey Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls.
  • Top Hat: (200 Gold) a cosmetic skin for helmets.
  • Santa Hat: (200 Gold) a cosmetic skin for helmets.
  • Christmas Tree: (100g) a placeable structure that produces a random gift every 24 hours!
  • Festive Lights: (100g) a placeable decoration that can be hung on walls.
  • Holiday Gift: (100g) a festive variant of the Small Storage Box.
  • Sleigh: (100g) a festive variant of the Wooden Chair.
  • Snowman: (100g) a placeable cosmetic structure.
  • Stocking: (100g) a decoration that can be hung on walls. Produces one Coal every five minutes.
  • Wreath: (100g) a placeable decoration that can be hung on walls.
  • New! Snowball Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls.
  • New! Sleigh Saddle: (2000g) a saddle that can be equipped on horses, bears, and cows.

Barn

The Barn is a structure used to store up to 255 tames. Tames in the Barn will not reproduce or require food.

Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill
  • 240 stone
  • 40 flint
  • 80 hide
  • 120 wood
  • 40 fibers
  • 50 metal
  • 90 keratinoid

Bait Station

The Bait Station is a small structure used to lure and bait nearby creatures with their preferred food. The Bait Station can be picked back up and reused as long as the inventory has been emptied.

Activation: To activate the Bait Station, a Toxic Compound needs to be added as a fuel. Each of the different fuels will provide a different effect to the bait that creatures consume. Creatures will only be lured to the Bait Station if their preferred food is inside the Bait Station inventory.

Toxic Flora:
  • Will pacify creatures to allow easy passive taming.
  • Wild tameable creatures only.
  • Max baited at a time: 1
  • The tame will continue to be affected and consume bait from the Bait Station until one of the following occurs: the Bait Station is deactivated, the creature is successfully tamed, the creature is damaged, or the Bait Station runs out of food.
Toxic Sludge:
  • Will slow the movement speed of creatures.
  • Wild and tamed creatures (tamed on PvP servers only).
  • Will not bait tames owned by the company who placed the Bait Station (or their allies).
  • Max baited at a time: 5
  • Time the effects last depends on the bait potency set on the Bait Station.
Venom:
  • Will add a bleed effect (5% health over 10 seconds)
  • PvP servers only: Will cause aggression on affected tames. Naturally non-aggressive tames will only target players and tamed creatures owned by enemy companies.
  • Wild and tamed creatures (tamed on PvP servers only).
  • Will not bait tames owned by the company who placed the Bait Station (or their allies).
  • Max baited at a time: 5
  • Time the effects last depends on the bait potency set on the Bait Station.
Bait Potency: Players will have the option of increasing the time a creature is baited by changing the bait potency from the Bait Station’s radial menu. Tames will consume more food when the potency is higher.
  • 1 food: 10 seconds (default)
  • 2 food: 12 seconds
  • 3 food: 14 seconds
  • 4 food: 16 seconds
  • 5 food: 18 seconds
  • 6 food: 20 seconds
Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill.
  • 40 thatch
  • 10 metal
  • 50 wood
  • 35 fiber

Cow Carts

Cows (and Bulls) are finally able to pull carts, carriages and sleighs! While Horses may be faster and Bears tougher, nothing compares to a Cow when it comes to beasts of burden. Storage Carts (carts and sleighs) pulled by Cows have an increased bonus to weight reduction, allowing players to haul even heavier loads of goods.


Bug Fixes
  • Fixed instance of being able to select “Join with New Character” when selecting a new home server while in-game.
  • Fixed an issue with bad grammar in the “Join with New Character” message warning.
  • Fixed some instances of text overflow in the pathfinder creator.
  • Fixed some instances of spelling mistakes.
  • Fixed a minor text issue with enemy crewmates.
  • Fixed an issue where ceiling tiles were not placeable after placing a Sea Dock on the FOB.
  • Fixed an issue with the Sea Dock door and stair alignment.
  • Fixed an issue where the FOB decay timer is reset when rendered.
  • Fixed an issue where floors placed on FOB only had 5000 health.
  • Fixed an issue with some structure snap points on the FOB.
  • Fixed an issue where the damaged bark texture ended up being projected on the player.
  • Fixed an issue with invisible collision at the center of each grid.
  • Fixed an issue where the range of the Grave Digger and Ore Miner covered the whole island.
  • Fixed an issue of players not being able to access pin coded or unlocked autofarm structures.
  • Fixed an issue with the Farmhouse being difficult to place.
  • Fixed an issue where some structures can be installed on irregular / steep terrain on mountains.
  • Fixed an issue where the raft and dinghy showed as craftable from the Small Shipyard.
  • Fixed an issue with the Harrier being improperly positioned while being built on a basic shipyard.
  • Fixed an issue with being able to consume toxic sludge.
  • Fixed an issue with holes around Sea Forts.
  • Fixed an issue where the Swarm House could be used as a hatchery.
  • Fixed an issue where tames with Cargo Saddles could be loaded into a Tame House.
  • Fixed an issue with cargo saddles appearing below cows/bulls when equipped.
  • Fixed an issue where ships made in a lower quality shipyard would have their quality improved when unbottled in a higher quality shipyard.
  • Fixed an issue with Duplicated ships having duplicated items from the Original ship (items, ammo, weapons, etc.)
  • Fixed an issue where duplicated ships with duplicated storage boxes leave behind death caches with duplicated items that were stored on the Original ship's storage box.
  • Fixed an issue with having multiple small sails causing NPCs to stack on railing on the Carrack
  • Fixed an issue where installing two small sails close to each other on a Cog will cause the NPCS to stack on the railing.
  • Fixed an issue where installing two small sails close to each other on a Tramp Freighter will cause the NPCS to stack on the railing.
  • Fixed an issue where installing two small sails close to each other on a Kraken will cause the NPCS to stack on the railing.
  • Fixed an issue with an incorrect error message when attempting to place an Industrial Shack away from the Industrial Lab.
  • Fixed an issue where a ship docked in an armored dock could be sunk by another player with a bucket.
  • Fixed an issue with the client crashing after rejoining a non dedicated session after changing grids without the host in a previous game.
  • Fixed an issue that caused the game to crash when using the Grappling Hook.

Misc.
  • Removed Halloween items from loot and Holiday Vendor.
  • Reduced decay times for all standard placeable structures to 10 days.
  • Slightly reduced light glare.
  • The Smithy can now be placed on the ground.
  • Increased the render range of the Floating Operating Base and Sea Dock.
  • Skins can now be purchased from vendors more than once.

Known Issues
  • The Barn UI becomes difficult to navigate when an excessive amount of tames are stored.
  • The Barn’s encroachment area makes it difficult to place.
  • The Bait Station may no longer work after loading the Toxic Compound from the Bait Station’s inventory.

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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Season 11 Wipe Announcement https://atlas-servers.io/blog/308/season-11-wipe-announcement/ https://atlas-servers.io/blog/308/season-11-wipe-announcement/ Tue, 22 Nov 2022 00:21 CET
We have some important news to share regarding our official servers. As most of you are likely aware, our current season has seen some particularly rough waters. Some unintended features were unfortunately introduced that had an extremely negative impact on the game before they could be disabled. In response to this, we’ve made the difficult decision to wipe both the official PvP and PvE servers to provide everyone with an even playing field. We understand that this is not the direction we all expected this season to go and would like to sincerely apologize to our community as we take measures to improve the ATLAS experience.

We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing!

On a lighter note, here’s a sneak peek at a fun new feature coming in our next patch!


Upcoming Wipe

The final day of the current season will be Wednesday November 30th when we will be wiping both official servers for a fresh start. Servers are expected to go down around 7AM PST and should be back up around 7PM PST. Unofficial servers are not expected to need to wipe at this time.

Server Changes

With your patience and understanding, we’d like to take this new season as an opportunity to bring some adjustments to our official servers so we can better prepare for some major changes coming to ATLAS gameplay in the future. We need more servers to thoroughly test what we have in store, so we are temporarily downsizing our official servers. We understand this change is not going to be looked favorably upon by the entire community, so please keep in mind this is only temporary for this season! For more details about this experimental phase, please see a preview of the server changes below. More details will be provided as we get closer to our wipe date.

PvP Servers:
  • The PvP server will be split into 10 different 3x3 servers.
  • Will be a mix of NA and EU servers.
  • There will be no regions or portals.
  • Claim type: will be a mix of claimable islands, claimable lawless, and unclaimable lawless.
  • Quest content (Power Stones etc) will not be available.
  • Boosted rates.

PvE Server:
  • The PvE server will be reduced in size to a 6x6.
  • Will be EU.
  • There will be no regions or portals.
  • All grids will be unclaimable lawless.
  • All quest content will be available.

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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame


]]>
v553.0 Hotfix https://atlas-servers.io/blog/307/v5530-hotfix/ https://atlas-servers.io/blog/307/v5530-hotfix/ Mon, 07 Nov 2022 20:51 CET
We have some much needed bug fixes and an increase to Floating Operating Base health with today’s hotfix.

Official servers will be going down to deploy the update on Monday November 7th around 1 PM PST and are expected to be back up shortly after. There will be a client download.

Released Patch Notes

V553.0

Bug Fixes
  • Fixed an issue where the Swarm house could not be crafted.
  • Fixed an issue with the Jack O' Lantern helmet skin not being able to be removed from player inventories.
  • Fixed an issue where NPC crew manning ship cannons and sails would be shielded by large storage boxes or larders.
  • Fixed an issue with the VR feature being displayed in the options menu.
  • Fixed an issue where wild creatures and tames were not damaged by lava.
  • Fixed an issue where a grappling hook could cancel fall damage when the grapple was located below the player.
  • Fixed an issue where the forge would stop crafting when the limiting item is wood.
  • Fixed an issue where structures were sometimes not locking properly in PvE.
  • Fixed an issue where spiders attempting to follow players onto water structures would get stuck on the first attempt.
  • Fixed an issue where treasure map bottles did not always have a map.
  • Fixed an issue where various planks on Floating Operating Bases had small gaps in them.
Misc.
  • Increased Floating Operating Base health to 30 million.

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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame


]]>
Patch 552.9 - Halloween Patch https://atlas-servers.io/blog/306/patch-5529-halloween-patch/ https://atlas-servers.io/blog/306/patch-5529-halloween-patch/ Mon, 31 Oct 2022 19:15 CET
In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures.

Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after.

Released Patch Notes

v.552.9
New Content

Halloween Event


Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event!

Jack O’ Lantern
This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot.

Halloween Items:
  • Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace.
  • Jack O’ Lantern: a placeable cosmetic structure.
  • Gravestone: a placeable cosmetic structure.
  • Scarecrow: a placeable cosmetic structure.
  • Candy Corn: an edible treat (or is this a trick?) with no nutritional value.
  • Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys.
  • Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet.
  • New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls.
Items can alternately be individually purchased from the Holiday vendor located in Freeports.


Floating Operating Base


Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas!

Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing.

Placement Restrictions:
  • Companies will be limited to one FOB per grid.
  • Must be placed in the open ocean.
  • Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction).
  • Can’t be placed in Golden Age, kraken, or Maw grids.
After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected.

Foundation Decay:
  • Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration
  • Lawless and Lawless Claim Grids: The foundation will decay after 36 hours.
  • PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions.
On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well.

Crafting: Crafted from the Smithy after learning the Esotery of Building skill.

Foundation:
  • Wood: 35000
  • Gold: 10000
  • Metal: 15000
  • Fibers: 10000
Sea Dock:
  • Wood: 10000
  • Fibers: 5000
  • Metal: 5000

Swarm House


The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable.

Passive Resource Generation:
  • Bee: Honey
  • Rattlesnake: Venom
  • Bat: Nitro Fertilizer
  • Ant: Toxic Flora
  • Mini Crab: Crustacean Meat*
*Please note: the Mini Crab will be added in the next patch.

Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill.
  • Thatch: 40
  • Stone: 20
  • Hide: 10
  • Wood: 20
  • Fibers: 40

Bug Fixes
  • Fixed various issues with tames being unloaded from the Tame House and Hatchery.
  • Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental.
  • Fixed an issue with buried Treasure Chests always containing Shipyards as loot.
  • Fixed an issue with unclaimed tame timers resetting on ships.
  • Fixed an issue with water spouts disappearing immediately after digging them up.
  • Filled in an exploitable gap near the Rock Elemental boss.
  • Fixed an issue with misplaced Voyage of Power map markers.
  • Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels.
  • Fixed some issues with incorrect soil types on certain islands.
  • Fixed an issue where the Aurora Borealis would appear in the tropical J10.
  • Fixed an issue with island spawn selections for previous season’s freeport grids.
  • Fixed an issue with the game crashing when joining with a new character.
  • Fixed an issue with respawning on home server not spawning on home server.
  • Fixed text issue in the keyboard bindings menu.
  • Fixed an issue where Power Stone map markers were displayed in incorrect locations.
  • Fixed an issue with players being able to clip floors and foundations into each other.
  • Fixed an issue where Guillotines are spawning on the new sea fort too many times.
  • Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin.
  • Fixed an issue where NPCs are not seated correctly when a junk sail skin is used.
  • Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean.
  • Fixed an issue with crashing when gridding on non-dedicated servers.
  • Fixed an issue about disconnected terrain on the north side of the north island in L9.
  • Fixed minor map issues.
  • Fixed an issue where non-fertilized chicken eggs could not stack.
  • Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy.
  • Fixed an issue where buried treasure chests did not contain high durability Small Shipyards.
  • Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset.
  • Fixed an issue with turtles not hatching from eggs.
  • Fixed an issue where the Puckle Tower was too difficult to place.
  • Fixed an issue with rowing module activation while anchored.
  • Fixed an issue with players able to clip through modular ship hulls and onto lower decks.
  • Fixed an issue with the Crab Boss not dropping Mythos.
  • Fixed an issue with selecting the join with new character option.
  • Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it.

Misc.
  • Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other.
  • Increased the movement speed of Kekada (crab boss).
  • All bosses drop 2000 Mythos when defeated.

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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Season 10 Roadmap https://atlas-servers.io/blog/305/season-10-roadmap/ https://atlas-servers.io/blog/305/season-10-roadmap/ Thu, 20 Oct 2022 23:40 CEST
The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player.

We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride!

On that note, here are some things to look forward to in the current season!




Sea Activity


To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions.

Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes.

Floating Operating Bases

Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing.

Placement Restrictions:
  • Companies will be limited to one FOB per grid.
  • Must be placed in the open ocean.
  • Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction).
  • Can’t be placed in Golden Age, Kraken or Maw grids.
After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected.

Foundation Decay:
  • Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration.
  • Lawless and Lawless Claim Grids: The foundation will decay after 36 hours.
  • PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions.
On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well.

Factions

Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and pve quest line progression. More information will be shared as we get closer to implementing these new features.


Trading System


It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these.

A few of our planned improvements:
  • A new interface (UI) for Markets
  • Physical trade ships
  • Tame trading
  • Improved Sea Forts
Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come!


Tame Utilization


While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility.

We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information.

Tame Barn

While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis.

Swarm House

The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable.

Passive Resource Generation:
  • Bee: Honey
  • Rattlesnake: Venom
  • Bat: Nitro Fertilizer
  • Ant: Toxic Flora
  • Mini Crab: Crustacean Meat
Single Player


While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased.

So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable.

We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map.


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! :)

Happy Sailing,
- ATLAS Crew

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame


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Hotfix v.551.4 and Devkit Update https://atlas-servers.io/blog/304/hotfix-v5514-and-devkit-update/ https://atlas-servers.io/blog/304/hotfix-v5514-and-devkit-update/ Tue, 27 Sep 2022 20:54 CEST
We’re happy to announce that the ATLAS Devkit has been updated to include all current game content. Thank you everyone who has been waiting so patiently for it! In addition, we have a small server-side hotfix for some tame data issues.

Hotfix

v551.4

Bug Fixes
  • Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings.
Devkit Update

The latest version of the ATLAS Devkit can be downloaded at the Epic Games Store: https://store.epicgames.com/en-US/p/atlas-mod-kit


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

]]>
Patch 551.2 - Season 10 Patch and Wipe https://atlas-servers.io/blog/303/patch-5512-season-10-patch-and-wipe/ https://atlas-servers.io/blog/303/patch-5512-season-10-patch-and-wipe/ Wed, 21 Sep 2022 23:37 CEST
Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more!

Servers will be going down to deploy the update tomorrow night, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours.

Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing!

Released Patch Notes

v.551.2
New Content


Ship in a Bottle

New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle!
Please note: Ship duplication has been disabled on the official PVP network for the first month of the season.

To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover.

Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence.
Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle.
Recover: Restores the ship to the shipyard in scaffolding.

Ship Bottle Station
After learning the Master Shipwright skill, it can be crafted in the smithy.
Resources:
  • Gem: 60
  • Gold Coin: 270
  • Metal: 96
  • Stone: 110
  • Thatch: 134
  • Wood: 240
Ship Bottle
After learning the Master Shipwright skill, it can be crafted in the smithy.
Resources:
  • Solidified Essence: 50

World Map

The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced.

The following regions will be open at the season launch:
  • Pharos
  • Mytroa
  • Carribia
  • Hakar
  • Komolos
  • Azuela
  • Gelare
  • Kalda
  • Tortuga
  • Kraken’s Lair
  • Cervantes’ Rest
  • Maw Waters

The following regions will not be open at the season launch:
  • Huawi
  • Trackless Waters
  • Unknown Depths


Sea Fort Reconstruction

The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Caribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches.
We can expect to see additional types of Sea Forts in the coming months.

Bug Fixes
  • Fixed an issue with the object text overlapping the repair tool tip pop-up menu.
  • Fixed an issue with floating damage text not appearing for poison arrows.
  • Fixed an issue with Flame arrows not displaying damage numbers when hitting a target.
  • Fixed an issue with rivers flowing backwards.
  • Fixed an issue with the workstation converting materials into the same type.
  • Fixed an issue with players being able to mesh buildings into a mountain.
  • Fixed an issue with the submarine crafting skill being missing.
  • Fixed an issue with lanterns not being able to be lit.
  • Fixed an issue with maxed out ground clutter density and/or distance causing players to crash.
  • Fixed an issue where destroying an industrial wonder prevented the owning company from building another.
  • Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other.
  • Fixed an issue with the camera collision when inside a submarine in third-person view.
  • Fixed an issue with the death cache causing some non-stackable items to stack.
  • Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller.
  • Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller
  • Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing.
  • Fixed an issue with random structures in the middle of the ocean.
  • Fixed an issue with spiders losing stats when put in the Tame Hatchery.
  • Fixed an issue with baby spiders having worse stats than their parents.
  • Fixed an issue where the player’s head would change size when taking damage.
  • Fixed minor art issues on the map.
  • Fixed island coastline art issues.
  • Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse.
  • Fixed a performance issue when attempting to place a great temple.
  • Fixed an issue with accessibility of the Dragon Head on the Turtle ship
  • Fixed an issue with the Hide Map Text feature (Default is now: F12)
  • Fixed an issue with towers stacking on sea forts.
  • Fixed an issue where Water Jugs could only be filled once.
  • Fixed an issue where the poison debuff was removed by swimming.
  • Fixed an issue where the ocean did not have light blue water along the Trade Wind path.
  • Fixed an issue where Altar of the Damned building foundations could overlap each other.
  • Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue.
  • Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command.
  • Fixed an issue where dead tames could be loaded into the Tame House.
  • Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver.
  • Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures.
  • Fixed an issue where the player can bucket water onto a cooking structure without putting it out.
  • Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window.
  • Fixed an issue where clients in non-dedicated sessions would crash when gridding.
  • Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected.
  • Fixed an issue where a player could bleed tames that are protected by an armored dock.
  • Fixed an issue with players being able to go prone as soon as they begin their reload animation.
  • Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys.
  • Fixed an issue with floating structures in the middle of the sea.
  • Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped.
  • Fixed an issue with overlapping text on the song stone when the verse book is dropped.
  • Fixed an issue where tiger tames could bleed bosses for massive damage.
  • Fixed an issue where the Macuahuitl could bleed bosses for massive damage.
  • Fixed an issue where lava did not hurt the player.
  • Fixed an issue where the last arrow that would break a bow would not fire.
  • Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild.
  • Fixed an issue where the player could bucket water onto a cooking structure without putting it out.
  • Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild.
  • Fixed an issue where the player could bucket water onto a cooking structure without putting it out.
  • Fixed an issue where tamed fire elementals were not rideable.
  • Fixed an issue where poison arrows weren’t damaging some creatures.

Misc.
  • Server grids will no longer be added to favorites when joining.
  • Removing hats from spiders.
  • Industrial Shack decay timer increased to 10 days from 12 hours.
  • Bookshelves can now be placed inside modular ships
  • Adjusted Crocodile taming affinity effectiveness.
  • Updated the NPC portal art to enter Rookie Cove to remove the ring.
  • Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000.
  • Tame Cargo Ship Railing can now be crafted in the Smithy.
  • Medicinal Herbs can now be placed in the Crew Silo.
  • The Pegasus ship no longer has the same icon as the Majestic Kraken.
  • Players can no longer activate Circular Slice from a crouching and prone position.
  • Updated terminology in the single player options menu and warning messages.
  • Decreased how bright lanterns are.
  • Fertilizer can now stack.
  • Players can no longer animation cancel the sword’s overhead slice.
  • Increased Drake duration from 3 hours to 6 hours.
  • Increased Drake stamina from 1000 to 1500.
  • Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen.
  • Mortar Ship’s mortar damage has been reduced.
  • Land Mortar’s damage has been increased.
  • Companies are limited to three of each type of shipyard and armored dock per grid.

Xbox Only
  • Memory usage has been optimized.
  • Memory leaks have been fixed.
  • Graphics have been optimized for each version of xbox.

Known Issues
  • Xbox version’s respawn screen still shows the create new pathfinder button.
  • Sea Fort defensive towers are sometimes shooting at their owning company.
  • Sea Fort Taxation Banks can sometimes not be placed.
  • Water spouts sometimes vanish rapidly after being dug up.
  • Loading Screen Images are not up to date

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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

]]>
SGE Update 9.21 https://atlas-servers.io/blog/302/sge-update-921/ https://atlas-servers.io/blog/302/sge-update-921/ Tue, 20 Sep 2022 22:38 CEST
With the upcoming season, we have an updated Server Grid Editor (SGE) available for unofficial servers.

IMPORTANT: All unofficial servers using (or plan on using) Ship in a Bottle must set up redis/s3 to store ship data. Direction listed below:

New SGE

To download the latest Server Grid Editor (SGE) click the the following link: SGE download[s3.us-east-1.amazonaws.com]

Ship In A Bottle Configuration

There are two options to set up the Ship in a Bottle info storage using either S3 or Redis database.

Redis Database:

1- To store the info in Redis you need to add the information for the redis table (make sure the table name is FileManagerDB).


2- You need to add this parameter to the server launch arguments -UseRedisForRemoteFileManagerStorage. This can be done by adding the argument to BaseServerArgs



S3:

1- To Use S3 simply add the S3 Credentials to the project settings.


2- Then click on the Ship Bottle Data button and the prefix info.


Finally for both options after the above steps you will need to export, so that info get parsed to ServerGrid.ServerOnly.json

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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Live Dev Q&A - Ask a Pirate Day #12 https://atlas-servers.io/blog/301/live-dev-q/ https://atlas-servers.io/blog/301/live-dev-q/ Fri, 16 Sep 2022 21:00 CEST
It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance!

H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts.

Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams.

Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure.

Grapeshot Nami:
Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first live q&a, so I wanted to drop by and show my support and say hi to everyone.



Q&A

As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding.

Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary?

Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming.


Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community?

Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers.


Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them.

Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it.


Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear?

Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day.


Question 5: Do you have plans on further developing the ocean?

Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time.


Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed?

Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you?


Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues?

Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time.


Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game?

Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation.


Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships?

Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience.


Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so?

Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do.


Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley.

Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten.


Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships.

Answer: The entire experience of building, repairing, and customizing the modular ships is being changed.


Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players.

Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC.


Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc) actually have worse stats than lower tier ones.

Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating.


Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses.

Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time.


Question 16: Are there any current plans to reduce structure spam?

Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on pvp that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options.


Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue?

Answer: The entire trade system is being revamped this season, including warehouses and autofarms.


Question 18: Are there any plans to make living in Freeport no longer possible?

Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out.


Question 19: Would you consider making a separate server for single players and tiny companies?

Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun.


Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map?

Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood.


Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly?

Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season.



Bonus Q&A

The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered.

Question: When will there be a Devkit and SGE update?
Answer: Both of those should be out next week.

Question: Are there any current plans for changing the armored docks?
Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season.

Question: Are there any plans on changing the Drakes or token tames?
Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future.

Question: Are there any plans to change the visual design of Ship of the Damned?
Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien.

Question: Are there any plans for a PlayStation release?
Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access.

Question: Do we have an estimate on the Unreal Engine 5 update?
Answer: We can expect that early next year.

Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed?
Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again.

Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again?
Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend.

Question: Are there any chances of alliance members being able to use things on ships?
Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time.

Question: Will the game ever be on Game Pass?
Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not.

Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders?
Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well.

Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them?
Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy.

Question: Are there currently any plans to add any new maps similar to Blackwood?
Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well.

Question: Are there any plans on adding any new ships?
Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense.

Question: Is anything changing with enforcement?
Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare.

Question: Is the map always going to be portal based, or will we ever return to one big map?
Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority.

Question: Any plans for an Xbox only server?
Answer: That is also more than likely not coming.

Question: Any plans for new melee weapons?
Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated

Question: Can we get friendly fire turned on?
Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience.

Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins.
Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises.

Question: Will you ever make legacy ships usable again in pvp?
Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost.



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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Reconstruction Season Wipe Announcement https://atlas-servers.io/blog/300/reconstruction-season-wipe-announcement/ https://atlas-servers.io/blog/300/reconstruction-season-wipe-announcement/ Fri, 09 Sep 2022 00:50 CEST
With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day!


Upcoming Wipe

The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time.

A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter.

We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing!


Here’s a sneak peek at some changes headed our way!




Live Dev Q&A

Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards.


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
]]>
Patch v549.6 - Atlas Summer Tune Up! https://atlas-servers.io/blog/299/patch-v5496-atlas-summer-tune-up/ https://atlas-servers.io/blog/299/patch-v5496-atlas-summer-tune-up/ Wed, 10 Aug 2022 21:51 CEST
This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up!
This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks.
We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam.

Released Patch Notes

v549.6
Patch will be released on 8/10/22 at ~7PM PDT
New Content


Poison Arrow
Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff.
Requirements:
  • Secrets of the Bow
  • Mortar and Pestle
  • 1 Stone Arrow
  • 10 Toxic Compound (any combination)



New Region: Trackless Waters
Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole

Bug Fixes
  • Fixed instances of all treasure maps in single player going to H6
  • Fixed instances of text inconsistencies
  • Fixed collision issue with the stairs on the Turtle Ship
  • Fixed instances of graphics quality lowering after loading in
  • Fixed some UI issues
  • Fixed an issue of unloading tames when accessing fertilizer barrel
  • Fixed an issue with floor tiles not snapping to same height as the floor foundation
  • Fixed an issue with railings facing the wrong direction on the right side of a Pegasus
  • Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game
  • Fixed an issue with sail placement on mortar ship blocking the door and ladder.
  • Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding.
  • Fixed an issue where the spyglass and sextant overlay did not display in the maw waters
  • Fixed an issue where players were able to go prone during circular slice
  • Fixed an issue where players were able to reset the heavy shield bash cooldown
  • Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard
  • Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack
  • Fixed an issue where sails could be placed and block the Front Castle door on the Harrier
  • Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley
  • Fixed an issue with the transient tracker tutorial text
  • Fixed issues with normal and Kraken style railings
  • Fixed an issue where Medkits could not be used on Tames
  • Fixed an issue with Ore Miner and Grave Digger blocking other farming structures
  • Fixed a text overlap issue in Industrial Smithy recipes for structures with long names
  • Fixed an issue where structures would continue to auto-repair forever
  • Fixed a collision issue with the stairs on the Carrack
  • Fixed an issue that allowed players to place certain Industrial structures on a shipyard
  • Fixed an issue with baby spiders dying on server restart
  • Fixed an issue wherein holiday vendor was selling outdated items at Freeports
  • Fixed map collision issues.
  • Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash.
  • Fixed an issue with a missing description for Large Storage box item.
  • Fixed an issue about naming inconsistency for the Verse Book item.
  • Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure.
  • Fixed instances of railings not snapping while in Simplified Chinese
  • Fixed an issue where the discovered banner would appear each time the player fast traveled
  • Fixed an issue where cobras could not be targeted by a puckle gun
  • Fixed instances of player’s being able to place bed underwater
  • Fixed instances where players would lose functionality after logging out on ships in shipyards
Misc.
  • The art for the advanced dock has slightly changed
  • Adjusted trade wind routes to better match map art
  • New art for Orichalcumized Rock
  • New art for Sulfurized Rock
  • Tames born in the tame house are set to follow the player when unloaded
  • Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure
  • Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers
  • A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again
  • Artifact keys can only be used on the island the boss was defeated on
  • Removal of underwater effects and maw waters fog effects have been disabled in .ini files
  • Removed inventory access from Cursed Temple
  • Equipment slots on the Ritual Pedestal have been removed
  • Blueprints for modular ship tiles and railings will now drop from SoTD flotsam
Xbox Only
  • Reduced memory usage in certain areas
Known Issues
  • Visual effect on the poison arrows will sometimes last longer than intended



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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Patch v548.2 - Summer Content Patch https://atlas-servers.io/blog/298/patch-v5482-summer-content-patch/ https://atlas-servers.io/blog/298/patch-v5482-summer-content-patch/ Thu, 07 Jul 2022 02:20 CEST
The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players.

We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed.

The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever.

As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below.


Released Patch Notes

In addition to the content mentioned below, this update will include the previously mentioned Season 9 patch published last week. You can read more about those changes by clicking this link: https://store.steampowered.com/news/app/834910/view/3301713421437781646

v548.2
Patch to be released 7/6/22 ~7PM PDT

New Content

Tame Hatchery

Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time.

Tames allowed in the Hatchery:
  • Chicken, Crow, Parrot, Vulture, Seagull, Penguin, Ostrich, Spider, Turtle, Crocodile, Razortooth, Shieldhorn, Crab, and Tortugar
After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy:
Crafting Resources
  • 300 Stone
  • 20 Flint
  • 90 Keratinoid
  • 65 Wood
  • 80 Fibers

New Resource type: Toxic Compounds
  • Toxic Flora: Harvested from mushrooms in swamp biomes
  • Venom: Harvested from Snakes and Scorpions
  • Toxic Sludge: Crafted from Nitro Fertilizer
New Ship Railing: Swivel Gun Railing
A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy.
Crafting Resources
  • 550 Wood
  • 225 Thatch
  • 250 Fibers
  • 98 Alloy
  • 180 Stone
New Region: Uncharted Sea

Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless.

Bug Fixes
  • Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame
  • Fixed instances of players consuming the ship rename token
  • Fixed instances where the ‘collect now’ function only working once on the warehouse
  • Fixed instances where players were not getting Essence of the maw from destroying enemy ships
  • Fixed instances where players could not defecate
  • Fixed instances in which some module ships’ initial module point totals were incorrect
  • Fixed instances in which the tame house was placeable on shipyards
  • Fixed multiple instances of holes in the ocean in various islands
  • Fixed instances where players could not place turtle shells into the advanced shipyard
  • Fixed instances where bed travel and respawning would default to the rookie cove
  • Fixed instances where the game could crash when set to any language other than English
  • Fixed instances where sails would be be misaligned with the ships center
  • Fixed instances where the Tame House could be built on other structures
  • Fixed instances where the 6th shot in the revolver would not deal damage
  • Fixed instances where industrial buffs would give incorrect UI icons
  • Fixed instances of projectiles spawning at incorrect locations when the player is moving
  • Fixed instances where the Cog could not turn correctly
  • Fixed instances where Transient Nodes provided incorrect resources
Misc.
  • Durability for the Industrial Hydra Pistol and Industrial have been increased
  • Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server
  • Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining.
  • Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health
  • Ship Icons on the map will now show life as an HP amount instead of a percentage
  • UI is now more consistent for Industrial stations
  • Return to the overworld tab on the map has been moved to be less obtrusive
  • Added more keys to be bound to defecate
  • Ash wood bundles and unbundles have been added to the workstation
  • Shipyards can no longer be placed unless all ships within the variant can be built
  • Ritual Generator and Ritual Pedestal Health has been increased
Xbox Only
  • Fixed instances where the game would crash if the player switched between tabs in the menu too quickly
  • Adjusted distance islands render to decrease memory usage
  • Fixed instances where changing grids would result in a crash
Known Issues
  • Crash occurs when interacting with the Great Temple’s progression table
  • Crash occurs when interacting with the Industrial Lab’s progression table
  • Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island
  • The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions
  • Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map
  • The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch.
  • Crew seated on sails will sometimes be seated at a wrong location.

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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Patch v544.1 - An Era of Industrial Wonders begins https://atlas-servers.io/blog/297/patch-v5441-an-era-of-industrial-wonders-begins/ https://atlas-servers.io/blog/297/patch-v5441-an-era-of-industrial-wonders-begins/ Thu, 26 May 2022 02:52 CEST
The clouds have dissipated and the seas have calmed so the conditions are finally ideal to get this season started! Along with numerous fixes and additional content mentioned last week, we will also be including the Industrial wonder structures and buildings in this update. Pathfinders have heard rumors of new technologies that will change the shape of Atlas.

These innovations are now available for one and all to discover. Advancements in astronomy, shipbuilding, and various other areas will take Pathfinders to new lands and new heights. Join us on May 25th at 7PM PDT as we wipe the Atlas world and start a new season filled with new adventures and discoveries! As always, we appreciate all the support we’ve received form our amazing community. Until next time, happy sailing!

Released Patch Notes

In addition to the content mentioned below, this update will include the previously mentioned Season 9 patch published last week. You can read more about those changes by clicking this link: https://store.steampowered.com/news/app/834910/view/3301713421437781646

v544.1
Patch to be released 5/25/22 ~7PM PDT

New Content

Industrial Wonder Structures and Buildings

New Monuments and a fantastic new Wonder have arrived on the shores of Atlas.

Tier 2 Monument - Industrial Lab

This monument is built in two stages and they are found in the Industrial Smithy

Stage 1: Industrial Lab Foundation
Resources to build Stage 1
  • 2000 Metal
  • 1800 Brimstone
  • 800 Orichalcum
  • 800 Pure sulfur
  • 500 Crystal
Stage 2: Industrial Lab
Resources to build Stage 2
  • 2000 Wood
  • 2500 Brimstone
  • 2000 Crystal
  • 7500 Orichalcum
  • 5000 Pure Sulfur
  • 5000 Metal
Unlike the Cursed Temple, this Monument offers four externally placeable modular room locations. Players must build and place these modular room locations within shacks that are in range of the monument for them to be useable.

Stations

Industrial Shack

Resources to build Industrial Shack
  • 200 Stone
  • 300 Wood
  • 400 Metal
Industrial Vessel Studies Station

Resources to Build
  • 300 Hide
  • 400 Wood
  • 200 Fibers
Industrial Armory Station

Resources to build
  • 300 Stone
  • 250 Flint
  • 250 Brimstone
  • 400 Wood
  • 600 Metal
Industrial Astronomy Station

Resources to build
  • 200 Stone
  • 400 Wood
  • 100 Orichalcum
Industrial Culinary Station

Resources to build
  • 500 Stone
  • 200 Flint
  • 800 Wood
  • 400 Metal
Industrial Structure Studies Station

Resources to build
  • 300 Stone
  • 250 Flint
  • 125 Hide
  • 400 Wood
  • 450 Orichalcum

Tier 3 Monument- The Observatory

This Monument is built in 6 stages. With the completion of stage 6, the wonder is completed and an intelligence buff is awarded. It is built directly on top of the Tier 2 Monument. Unlike the Great Temple, this Wonder can be obtained by every Pathfinder crew.
All stages of the Observatory are built in the Industrial Structures Studies Station

Stage 1:

Resources to build Stage 1:
  • 50 Cedar Bundles
  • 50 Slate Blocks
  • 1000 Pure Sulfur
  • 1000 Orichalcum
  • 500 Crystal
Stage 2:

Resources to build Stage 2:
  • 50 Fir Bundles
  • 50 Coquina Blocks
  • 1500 Pure Sulfur
  • 1500 Orichalcum
  • 500 Crystal
Stage 3:

Resources to build Stage 3:
  • 50 Oak Bundles
  • 50 Granite Blocks
  • 2000 Pure Sulfur
  • 2000 Orichalcum
  • 500 Crystal
Stage 4:

Resources to build Stage 4:
  • 50 Pine Bundles
  • 50 Limestone Blocks
  • 2500 Pure Sulfur
  • 2500 Orichalcum
  • 1000 Crystal
  • 500 Brimstone
Stage 5:

Resources to build Stage 5:
  • 50 Poplar Bundles
  • 50 Sandstone Blocks
  • 3000 Pure Sulfur
  • 3000 Orichalcum
  • 1250 Crystal
  • 1000 Brimstone
Stage 6:

Resources to build Stage 6:
  • 50 Ironwood Bundles
  • 50 Marble Blocks
  • 3500 Pure Sulfur
  • 3500 Orichalcum
  • 1500 Crystal
  • 1500 Brimstone

Bug Fixes
  • Fixed instances where the workstation had incorrect crafting recipes.
  • Fixed instances where the Spider tame would take fall damage.
  • Fixed instances where the Cog was turning too slowly.
  • Fixed instances where the player would lose controller functionality when returning to main menu on pc.
  • Fixed instances where the fog of war would reset in single player.
  • Fixed instances where server times could be different.
  • Fixed instances where the player would change age when transferring grids.
  • Fixed instances where performance would drop when building the Cursed Temple.
Misc.
  • Timeworn quality has been removed until content and bugs are fixed
  • Removed drop shadow from text on the map.
XBox Only
  • Improved memory performance
  • Improved network connection


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Patch v543.00 - Season 9 Patch and Wipe https://atlas-servers.io/blog/296/patch-v54300-season-9-patch-and-wipe/ https://atlas-servers.io/blog/296/patch-v54300-season-9-patch-and-wipe/ Wed, 18 May 2022 02:16 CEST
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.
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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Pre-Wipe Teaser https://atlas-servers.io/blog/295/pre-wipe-teaser/ https://atlas-servers.io/blog/295/pre-wipe-teaser/ Sat, 07 May 2022 01:59 CEST
As we draw closer to a new patch and a new season, we know the excitement and anticipation is brewing for what's to come in only a couple weeks time. With each season, the opportunity to start fresh and take on new challenges on the open seas is something we celebrate. In the meantime, we have a few fun things planned to give you a small look at what's in store. See if you can guess what new adversaries are coming to Atlas!


This fearsome creature may not be grumpy, but it definitely doesn't like pathfinders messing around where they're not supposed to be. One second, you and your crew may be scuttling along the shore, but the moment you may find yourself in a pinch, it's curtains for you and your adventure.


Careful where you swim since you never know what's under the waves and waiting to roll up on you in a flash. While a new set of shoes might sound nice, they won't help you out run this scaly stalker of the sea . You might as well save your tears, because if this predator finds you, there's no mercy for you.


It'll be hard to find another creature as a more solid challenge than this one. Its strength and size will definitely bring any inexperienced crew back down to earth. Those looking to climb this mountainous challenge will have to avoid crumbling under the pressure and deftly slide through the battle unscathed.

Again, we have the Kraken Bowl grids open on both PvE and PvP servers where players can take part in the festivities before the wipe on May 18th. Need a dance partner? Check out the community discord and get yourself a few battle buddies for the trip. We appreciate all the support. Happy sailing!

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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Industrial Season Wipe Announcement https://atlas-servers.io/blog/294/industrial-season-wipe-announcement/ https://atlas-servers.io/blog/294/industrial-season-wipe-announcement/ Wed, 27 Apr 2022 22:54 CEST
As mentioned previously, the winds of change are blowing! Soon, Atlas will enter a new era of exploration and adventure! New technologies and new inventions will bring new avenues for exciting and thrilling campaigns. We can’t wait to show you what we have in store for the next season! We’ll be providing more and more information as we get closer to the update.



As a teaser, we have a glimpse of some strange new phenomenon coming to Atlas next patch. What could it be? You’ll have to find out for yourself next season!

As we usher in a new age for Atlas, we will say goodbye to the previous season with fond memories. We hope you enjoyed it and look forward to what’s to come! The final day of the season will be May 18th when we will be wiping all servers for a fresh start. We hope you’ll continue the journey with us as we prepare to exit early access later this year. Thanks for your support, take care, and happy sailing!

The Kraken Bowl

The Kraken Bowl will have a dedicated grid this season! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. Both PvE and PvP pathfinders will get to take part in the festivities. Grab your crew and send this season off with a bang! The grid will be accessible May 4th-May 18th.

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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Patch v541.07 - Industrial Exploration Patch https://atlas-servers.io/blog/293/patch-v54107-industrial-exploration-patch/ https://atlas-servers.io/blog/293/patch-v54107-industrial-exploration-patch/ Thu, 14 Apr 2022 02:30 CEST
In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come.

First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process.

In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same.

Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder.

Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing!


Released Patch Notes
v541.07
Patch to be released 4/13/22 ~7PM PDT

New Content
Tame House

Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types:
Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar.
After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy:
Resources
125 Stone
5 Flint
65 Hide
20 Wood
40 Fibers
20 Metal
Industrial Wonder Content

With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas
Industrial Generator and New Wall Variants
Industrial Generator
A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area.
It can be crafted in the Industrial Smithy
This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls.
Large Stone Wall Variants
With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever.
Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area.
Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection.
Tier 1 Industrial Monuments: Statues of Industry
Industrial Explorer Statue
This specific statue commemorates the pathfinders that explored unknown waters and lands first
Its image motivates you and the crew to work more efficiently on ships
Industrial Privateer Statue
A statue commemorating the privateers that paved the way for industrial improvement.
Its image inspires one to collect more xp and resources.
List of New Craftables:
  • Industrial Generator
    • Unlocked in the Metallurgy skill
    • Crafted in the Industrial Smithy
      • Resources
        • 100 Brimstone
        • 175 Orichalcum
        • 150 Pure Sulfur
        • 300 Stone
      • Rituals Available
        • Burn Pure Sulfur
          • Makes rock harvesting nodes drop only sulfurized rock for a short period of time
          • Cost
            • 150 charges
            • 100 Pure Sulfur
        • Burn Orichalcum
          • Makes rock harvesting nodes drop only orichalcumized rock for a short period of time
          • Cost
            • 150 Charges
            • 100 Orichalcum
        • Burn Brimstone
          • Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time
          • Cost
            • 200 Charges
            • 150 Brimstone
  • Orichalcumized Large Stone Wall
    • Unlocked in the Esotery of Building Skill
    • Crafted in the Industrial Smithy
      • Resources
        • 240 Alloy
        • 94 Fibers
        • 1176 Orichalcumized Rock
        • 420 Thatch
        • 588 Wood
  • Orichalcumized Large Stone Gate
    • Unlocked in the Esotery of Building Skill
    • Crafted in the Industrial Smithy
      • Resources
        • 184 Alloy
        • 314 Fibers
        • 840 Orichalcumized Rock
        • 315 Thatch
        • 420 Wood
  • Sulfurized Large Stone Wall
    • Unlocked in the Esotery of Building Skill
    • Crafted in the Industrial Smithy
      • Resources
        • 240 Alloy
        • 394 Fibers
        • 1176 Sulfurized Rock
        • 420 Thatch
        • 588 Wood
  • Sulfurized Large Stone Gate
    • Unlocked in the Esotery of Building Skill
    • Crafted in the Industrial Smithy
      • Resources
        • 184 Alloy
        • 314 Fibers
        • 840 Sulfurized Rock
        • 315 Thatch
        • 420 Wood
  • Industrial Statue Base
    • Unlocked in the Metallurgy skill
    • Crafted in the Industrial Smithy
      • Resources
        • 20 Brimstone
        • 40 Orichalcum
        • 60 Puresulfur
  • Industrial Statue FrameWork
    • Unlocked in the Metallurgy Skill
    • Crafted in the Industrial Smithy
      • Resources
        • 200 Orichalcum
        • 200 Pure Sulfur
        • 500 Stone
        • 800 Wood
  • Industrial Explorer Statue
    • Unlocked in the Metallurgy Skill
    • Crafted in the industrial smithy
      • Resources
        • 200 Brimstone
        • 400 Orichalcum
        • 400 Pure Sulfur
        • 2500 Stone
        • 500 Wood
  • Industrial Privateer Statue
    • Unlocked in the Metallurgy Skill
    • Crafted in the industrial smithy
      • Resources
        • 200 Brimstone
        • 400 Orichalcum
        • 400 Pure Sulfur
        • 2500 Stone
        • 500 Wood
New Regions Added
There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago.
Trackless Waters

  • A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here
Unknown Depths

  • A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica.
Bug Fixes
  • Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat
  • Fixed instances of farming structures not having areas of influence
  • Fixed instances of Cursed Armor needing multiple types of Bone Chips
  • Fixed instances of Transient nodes not moving weekly
  • Fixed instances of snapping pillars working incorrectly
  • Fixed instances of NPC Crew’s stats not updating correctly
  • Fixed instances of players losing functionality when standing on a ship while it is released
  • Fixed instances of Broadsider losing cannon functionality on logout
  • Fixed instances of wood not being able to be re-bundled
  • Fixed instances of rowing module displaying incorrect point value
  • Fixed instances of misspelling in the Carrack’s description
  • Fixed instances where the Fog of War in singleplayer wasn’t working correctly
  • Fixed instances where blueprint gunports were not doing more damage than common
  • Fixed instances where the Pegasus would sprout tentacles
  • Fixed an issue with whistling at the Turtle Ship’s emergency ladder
  • Fixed instances where the wood catwalk was not buildable
  • Fixed an issue when placing mythos in the progress table
  • Fixed the map zoom indicator in some regions
  • Fixed instances where players would contact invisible geometry inside of portals
  • Fixed various typos
  • Replaced placeholder art for tame cargo railing
  • Removed extra emergency ladder on Turtle Ship
  • Fixed instances of negative storage space in some structures
  • Fixed instances where the Sarcophagus was unable to be built
  • Fixed essence of power locations
  • Fixed visual issue of overlapping holiday vendors on freeports
Xbox Only
  • Improved memory loading / unloading
    • Additional improvements coming in the next patch
Misc
  • Single Player character deletion is working correctly
  • Multiple UI Fixes
  • Deleted Duplicate entries in skills
  • Removed the Industrial Smithy from Sulfur Pits
  • The Compass’ Glowing Essences have been modified to be more in line with the icon
  • Commodity Vendor has been added to Tortuga
  • Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors
  • Bola is now stackable, up to 15 per stack
  • After reaching rejuvenation 3, characters will no longer age past 20 years old
  • Fixed the Descriptions of multiple items
  • The Pegasus can now turn while stationary and in reverse
Known Issues
  • Stone cannot be re-bundled
  • Breaking down bundles produces a different type of resource
  • Some error messages are not appearing
  • Industrial Statue Framework shows up as Burial Mound Framework
  • Foundation and Framework have no time limit on when it can be picked up.
  • Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual
  • Large Weight sails still require tuning
  • Pegasus has turning issues



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! :)



Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
]]>
Patch v538.6 - Pegasus Patch https://atlas-servers.io/blog/292/patch-v5386-pegasus-patch/ https://atlas-servers.io/blog/292/patch-v5386-pegasus-patch/ Thu, 10 Mar 2022 02:32 CET
Last week, we unveiled our roadmap for the coming year in a short video briefly detailing our goals and what's in store for Atlas. Today, we are sailing forward with new content and some much needed maintenance as we look to prepare for our exit of early access later this year. Included in this patch is a new ship, UI improvements, a map adjustment, new content, and of course, major fixes to improve the gameplay experience.

Need to transport your menagerie to a new location? Look no further than our latest vessel to join the fleet, the Pegasus. The Pegasus allows for Pathfinders to move their tames from island to island with ease. Carrying up to 30 tames, this ship can be constructed at the advanced shipyard and is a valuable addition to any crew.

In response to player feedback, we've made a few UI adjustments to clarify the journey out on the open sea. We've added indicators on modular ships to help players identify the condition of each section as well as if there are any leaks. We've also reworked the overworld map, eliminating dropdowns and making navigating the map a little easier.

We're also bringing in the new Industrial path for Wonders. With the new path, players will have new nodes to discover, new resources, new structures for harvesting, and even new weaponry for to craft - with even more content to come in future patches.

Lastly, we are continuing to make improvements based on the wonderful feedback from our community. This patch we are making significant changes for not only the PC players, but are starting to address XBox-specific issues as well. We are not done yet, and are grateful for your patience and cooperation as we continue to improve the game.

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 on 3/10 at around 7:00 PM Pacific Time.

Released Patch Notes

v538.6
New Content:
New Modular Ship

The Pegasus
This is a new modular ship focused on transporting players’ tames.

It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks.

Unlocked in the Advanced Shipwright Skill

It comes with 6 tame railings that can store 5 tames each (30 Total).

Resources for a base version:
  • Wood - 2500
  • Thatch - 2000
  • Fibers - 2000
  • Metal - 20


New Modular Ship UI
We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships.
There are 3 stages for durability:
  • Green - Durability is good
  • Yellow - Durability is moderate
  • Red - Durability is poor
If the portion of the ship is flashing, it means this area has a leak.
We will look to make this UI element colorblind friendly in the future.

Map Menu UI Visual Revamp
The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen.

The region the player is currently in on the Overworld map is highlighted in green.

Open Water Servers
There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it.

They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to.
  • Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters
  • Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters
  • Southern Sea - Central Waters, Africa, Antarctica, South America
  • Western Sea - North Pole, Central Waters, South America, Western Waters
Industrial Wonder Content
The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region.

Industrial Wonder: Power Nodes
Transient Node - Geothermal Vents
This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland.

Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes.
These transient nodes produce a new resource type of coal: Brimstone

Static Nodes
There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished.
  • Lava Vents produce a new metal: Orichalcum.
  • Sulfur Pits produce a new type of coal: Pure Sulfur
Both of these resources are needed to craft new Industrial structures and gear now and in the future.
Lava static nodes allow players to build the Industrial Smithy.
Sulfur pit static nodes will get new crafting recipes in the future!

New Craftables
  • Ore Miner - harvests the resources of the industrial transient node only.
    • Unlocked in the Metallurgy skill.
    • Crafted in the smithy
    • Resources
      • Wood - 125
      • Thatch - 400
      • Fibers - 320
      • Metal - 360
      • Hide - 100
      • Stone - 1200
  • Industrial Smithy - The structure allows players to build Industrial Wonder specific content.
    • Unlocked in the Metallurgy Skill.
    • Crafted in the Lava Static nodes
    • Resources
      • Orichalcum - 100
      • Pure Sulfur - 60
      • Wood - 50
      • Brimstone - 50
  • Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage
    • Unlocked in the Secrets of Rifle skill
    • Crafted in the Industrial Smithy
    • Resources
      • Ingot - 65
      • Orichalcum - 85
      • Pure Sulfur - 32
      • Flint - 30
      • Oil - 20
  • Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage
    • Unlocked in the Revolvers skill.
    • Crafted in the Industrial Smithy
    • Resources
      • Ingot - 35
      • Orichalcum - 45
      • Pure Sulfur - 20
      • Flint - 24
      • Oil - 12
  • Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol.
    • Unlocked in the Secrets of Rifle skill
    • Crafted in the Industrial Smithy
    • Resources
      • Orichalcum - 2
      • Gunpowder - 2
      • Pure Sulfur - 3
      • Brimstone - 1
Freeport
Tortuga Freeport islands has been updated with new visuals.

New Holiday Content
St. Patties Day Holiday
  • Pot of Gold has been added to the holiday vendor in freeports.
  • Green Ale has been added to the holiday vendor in freeports.
New Skill
Pirates Resilience
  • Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%.

Bug Fixes
  • Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly
  • Fixed instances where the monumental studies structure was missing collision
  • Fixed instances where the market trade system is not locating the correct trade connections
  • Fixed instances of Circular Slice not functioning with a shield equipped
  • Fixed instances where available spawn servers would not reflect the player’s current server
  • Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off
  • Fixed instances where claim points were inaccurate
  • Fixed instances where Sea Fort towers and walls could be demolished
  • Fixed instances where sail snap points would change when a ship was released
  • Fixed instances where a duplicate sub was created when the dingy dock was full
  • Fixed instances where small sails could be placed very close to each other
  • Fixed instances where holiday structures could be placed in freeports
  • Fixed instances where the unnatural fog was not functioning
  • Fixed instances of misspelled text on Burial Mound Framework
  • Fixed instances where ship auto-pilot does not function properly
  • Fixed instances where Ships of the Damned followed the player across grids
  • Fixed instances where there was an overlapping gun port on the Turtle Ship
  • Fixed instances where the default sail on a Cog spawned at incorrect location
  • Fixed instances where the Sextant minimap would crash the client in Blackwood
  • Fixed instances where modular ships could have more sails then intended
  • Fixed instances where modular ships could exceed their intended max speed
  • Fixed instances where UI text would overlap
  • Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built
  • Fixed instances of islands having visual inconsistencies
  • Fixed instances where discovery zones of power stones were in Rookie cove grids
  • Fixed instances of multiple forms of torpor resistance to be in-line with the description
  • Fixed instances of The Great Temple structures having incorrect health values
  • Fixed instances of UI errors
  • Fixed instances of incorrect creature spawns
Misc
  • Settlement Claim Flag UI has been edited to be more clear
  • Respawn menu UI has been edited to be more consistent
  • Crocodile’s floating position has been raised
  • Portal Art has been changed
  • Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor
  • Shield Bash and Sword Attack no longer share a cooldown
  • Large Stone Wall health has been increased to 100,000
  • Large Stone Foundation has been increased to 120,000
  • Meat has been added to the list of resources players can add to the crew silo
  • Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources
  • Progression Table is now limited to owning company
  • Progression Table can no longer be destroyed
  • Colors for the quality of items has been shifted to be more readable
  • Modular ships sinking time has been slowed by 50%
  • Mortar and Harrier ships can now only fire if they are going under 5 knots
  • Modular ship speeds have been adjusted to be more inline with the legacy ships
  • Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower
  • LODs have been adjusted, updated, or created for several assets
Xbox Specific
  • Fixed instances of memory leaks
  • Fixed instances of textures loading and unload incorrectly
  • Fixed instances where level of detail was not being changed correctly
  • This is a work in progress. Additional fixes and optimization coming in future patches.
Known Issues
  • Xbox Series S still has some crashes when loading large numbers of structures
  • Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat
  • Portal art for returning to Rookie Cove still shows the “Atlantean Ring”
  • Portal art does not fade into the sky correctly
  • Offloading tames faces them all in the same direction
  • Lava vent node will not damage players that walk into the lava
  • Pegasus has incorrect icon

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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Atlas 2022 Roadmap Video https://atlas-servers.io/blog/291/atlas-2022-roadmap-video/ https://atlas-servers.io/blog/291/atlas-2022-roadmap-video/ Sat, 05 Mar 2022 03:58 CET
As we sail deeper into 2022, we are continuing our initiative of higher transparency with our amazing community. Today, as part of these efforts, we are providing a short video detailing our roadmap for the coming year. In the video, we lay out our plans for new content, new player experiences, and pending move out of early access!

First, let’s take a quick look back and some of the progress made in 2021 and how these changes impacted the game
  • Ship Building
    • We introduced the modular ship system and several role-specific ships for players to customize their fleet
  • PvP
    • We’ve added the Wonders system to create new endgame content and fun interactions for the player base
  • Travel
    • Tradewinds and portals were brought in to make the difficult voyages on the sea a little easier
  • PVE
    • We’ve included new structures and tames to provide more content outside of battle
      • Seahorses and dolphins are now tameable
      • New buildings (such as the quarry and advanced shipyards) to help pathfinders complete the fleet of their dreams
  • Map
    • We reworked the map to create more themed regions for players to explore
      • Rookie Cove
      • Central Waters
      • Various real world inspired locations
        • Such as the Mediterranean, Arctic, and South American regions
In the video we acknowledge areas of improvement and preview what’s to come
  • Ships
    • Creating a building experience similar to the legacy ships
    • Increasing the diversity and ability of ships
    • Upcoming “ship in a bottle” system
  • PVP balancing,
    • Structures for building harbor defenses
    • Structures that prevent others from building in your territory
  • Tame adjustments
    • New ship for tame hauling
    • Tame houses geared towards completing tame bloodlines
    • More water tames
  • New interactions and mechanics
    • Visiting NPC vendors
    • Laying temporary Tradewinds
  • Increased our communication with the community via our official Discord
  • Expanding the world with new additional islands, regions, and adversaries
  • … and so much more! This isn’t a complete or final list, but only a preview of the direction we are taking!


Please take some time to check out the video and let us know what you think. Until next time, as always, happy sailing!

]]>
Patch v537.5 - Lunar New Year Maintenance Patch https://atlas-servers.io/blog/290/patch-v5375-lunar-new-year-maintenance-patch/ https://atlas-servers.io/blog/290/patch-v5375-lunar-new-year-maintenance-patch/ Thu, 03 Feb 2022 01:52 CET
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[trello.com].


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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Patch v536.3 - Wonder Fulfilled! https://atlas-servers.io/blog/288/patch-v5363-wonder-fulfilled/ https://atlas-servers.io/blog/288/patch-v5363-wonder-fulfilled/ Thu, 13 Jan 2022 02:41 CET
To start 2022 right, as promised, we're doing a little house cleaning. We're addressing many of the issues that you, the community, have been asking for in our latest patch. We have a host of bug fixes and optimizations listed below that we hope will fix the lingering problems from previous iterations, so we can start fresh moving into the new year.

Along with these changes, we're fully implementing our first wonder, the Great Temple. This structure is the pinnacle of glory for all pathfinders. Companies will have to plot, scheme, and pool all of their resources to be the first and only masters of this great Wonder. Not only will they go down in history as the first Pirate legends to complete a Wonder but they will also gain benefits that will persist into the next season.

Finally, we also have a new transport ship, the Tramp Freighter. This cost-effective hauler will help ease the load of transporting cargo in the early stages of your pirate journey. Check out the details of all our changes below.

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, 1/12 at around 7:00 PM Pacific Time.

Note: We are in the final stages of development for our public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts, with hopes to have it in up by the end of the month. Please join us on the Official ATLAS Discord here[discord.gg] for all the latest happenings!

Released Patch Notes

v536.03
New Content:

The Great Temple

The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior.

Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen.

Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time.

The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season!

Stage resource requirements:
Stage 2
  • Strongwood: 50,000
  • Limestone:100,000
  • Flint: 10,000
  • Mythos: 2000
Stage 3
  • Strongwood: 150,000
  • Marble: 175,000
  • Flint: 15,000
  • Mythos: 3000
Stage 4
  • Strongwood: 200,000
  • Sandstone: 300,000
  • Flint: 50,000
  • Mythos: 5000
Stage 5
  • Strongwood: 100,000
  • Slate: 500,000
  • Flint: 100,000
  • Mythos: 2
Stage 6
  • Build and place Sarcophagus in the main courtyard.

Sarcophagus
New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers.
Cost:
  • Wood: 25
  • Thatch: 125
  • Fibers: 30
  • Hide: 40

Tramp Freighter

The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons.
Cost:
  • Wood: 1000
  • Thatch: 800
  • Fiber: 800
  • Metal: 100
  • Max Level: 60
  • Sail Points: 5
  • Module Points: 12
  • Attached Sails: one large and one medium handling sail

Bug Fixes:
  • Fixed instances where activated fire visual effects were floating above the lumberyard
  • Fixed instances where activated fire visual effects were floating above the quarry
  • Fixed instances where the schooner and raft could disappear from a small shipyard after server restart
  • Fixed instances where transient nodes would not change position after a week
  • Fixed instances where quest markers were in the wrong grid
  • Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects
  • Fixed instances where players were able to damage other players on some freeport islands in PVE
  • Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail
  • Fixed instances where waves could allow or disallow sail placement
  • Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings
  • Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction
  • Fixed instances where some grids have freeport island selection when respawning
  • Fixed instances of holes in the ocean
  • Fixed instances of game crashes where players would be stuck unable to reconnect
  • Fixed instances where some modular rooms could be placed on pillars
  • Fixed instances where the tutorial volume is not controlled by the options
  • Fixed instances where the storage box could only be crafted at the smithy
  • Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible
  • Fixed instances of placing structures on pillars and allowing them to float
  • Fixed instances of pathfinders losing proper movement after teleporting while crouching
  • Fixed instances where structures would be placed on freeport islands
  • Fixed instances of the Broadsider spawning too far back in shipyards.
  • Fixed instances where players could replace sails disregarding collision
  • Fixed instances of Quest markers being in incorrect locations
  • Fixed instances where Dyes would not be highlighted when able to craft
  • Fixed instances where the Damned Smithy could be built on ships
  • Fixed instances where the Songstone could be built on ships
  • Fixed instances where Monument studies room had the incorrect model
  • Fixed instances where Altars of the Damned were spawning iridium ingots
  • Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned
  • Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage
  • Fixed instances where Unnatural Fog ritual would crash the server
  • Fixed instances where blueprint ships would not be created with 100% durability
  • Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga
  • Fixed instances where multiple taxation banks can be spawned at sea forts
  • Fixed instances where multiple small sails could be placed at the front of the Turtle Ship
  • Fixed instances where AotD ships would ignore some modular ships
  • Fixed instances where structure placer would incorrectly display available snap points
  • Fixed instances where island claim points are reset to 0 after a server restart
  • Fixed instances where blueprinted ship modules would not start at 100% durability

Misc:
  • Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30
  • Grenades can now be stored in the munitions Storage
  • UI changes made for the chatbox when creating a pathfinder
  • Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory
  • Increased maximum durability found on shipyards
  • Vegetables and herbs can now be stored in the silo
  • Cows and lions have increased mating ranges
  • Reduced effectiveness of small and medium sails on some modular ships
  • Reduced max sail points available on Broadsider BPs
  • Dragon's Tongue Delight is now categorized as a drink
  • Cursed grog can now be stored in the keg
  • Mace Stun duration has been reduced
  • Additional changes coming in a future patch
  • Mace Stun ability cooldowns has been increased
  • Additional changes coming in a future patch
  • Shield bash stun ability cooldown have been increased
  • Additional changes coming in a future patch
  • Shipyards will now give demolish rewards excluding gold

Known Issues:
  • Xbox memory leak causing crashes when loading large amounts of textures
  • Sarcophagus icon shows the icon for a simple bed
  • Sarcophagus crafting resources are incorrect
  • 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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Patch v535.8 - A New Season and Expanding the ATLAS World! https://atlas-servers.io/blog/286/patch-v5358-a-new-season-and-expanding-the-atlas-world/ https://atlas-servers.io/blog/286/patch-v5358-a-new-season-and-expanding-the-atlas-world/ Wed, 15 Dec 2021 03:47 CET
Ahoy Pathfinders!

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[discord.gg] 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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
RedBeard's Journal #04: Wonders Await! https://atlas-servers.io/blog/284/redbeard-s-journal/ https://atlas-servers.io/blog/284/redbeard-s-journal/ Sat, 04 Dec 2021 03:38 CET
If only I hadn't been so foolish, maybe things would have been different. Like a moth to a flame, I followed the destinations laid out in the journal, enamored by the thought of new discovery. From the night I found my brother lying dead on the beach and the narrow escape from the figures in black cloaks, I had sided with destiny to determine my fate and thrown precaution to the wind. And now, in a raging tempest in uncharted waters, hunted by those I eluded before, the journey is now over as our small ship sails directly into a mythical disc described in the journal. With nearly the entire ship lost behind this circular veil, I accepted my fate and closed my eyes as the ominous disc swept over me.

...

...

A breath... and then another. "Does one still draw breath in the afterlife?" I pondered.

...

Wherever I was, I could no longer feel the rain pouring down on me and to my surprise, a warm breeze began to brush across my face. I could sense I was still being supported by the same hard surface, although less turbulent than it was moments ago. I turned flat on my back, face toward the heavens, and listened to my breath as I slowly opened my eyes. The storm clouds had disappeared to reveal the night sky, stars twinkling brightly although in a different configuration than I previously remembered. The journal was true. Exhausted and relieved, I closed my eyes again and fell into a deep slumber.

And in that sleep, whether due to the extreme circumstances preceding or just coincidence, I had one of the most vivid dreams that I still remember to this day.

“Sand, heat, and the savage sun beat down on me as I crossed the shifting ground of this god forsaken island. Why anyone would build a structure here is beyond me, as humans would have a hard time living here. It’s so hot. Just as I stop to rest under the shade of a palm and have a sip of water, I notice that the light is beginning to dim. It is mid afternoon, it shouldn’t be getting dark yet. I look up to see if a cloud has blocked the sun, wouldn’t that be a gift from god...but am greeted by a sight I will never forget. The sun was being eclipsed as I watched. A dim shade of orange was all that was left to light the land.

I stumbled to my feet, intending to climb to the top of the nearest dune to get a better view of the island in this light. As I passed the crest of the dune a second sight took my breath away. I was looking down at a massive Pyramid. It had to be bigger than the great pyramids in Egypt! There was a smaller pyramid about the same size as one of the monumental temples the Cursed Pirates built, sitting at the base of the dune I was one. I approached cautiously, right up to the smaller pyramid. It had a large doorway that led to a stairway down into darkness. There didn’t seem to be anyone around, so I lit a torch and descended into the darkness.

I walked for what seemed like days in complete darkness, finally seeing light ahead I discarded the torch in favor of secrecy. The room I entered was massive. Large statues of pure gold lined the walls, a pool of crystal clear water in the center and a massive throne at one end. Doors led off of this room to the left and right, but before I could investigate them I heard a noise from behind the throne. Peering around it I found myself looking into another massive room filled with treasure. Moving around the treasure piles were cursed pirates! What are they doing here? My shock must have made me stumble, because I was suddenly on the ground coughing. Looking up, I found myself staring directly into the eyes of a pirate. I ran for it. I have never run that fast in my life, dropping everything I was carrying except for my journal!

I didn’t stop running until I had left the entry tunnel and made it back to the top of the sand dune. I looked back to marvel at the Wonder of this Great Pyramid, before turning back towards my Sloop and that safety and freedom only the horizon can bring.”


"Wakey wakey little thief!"

Jolted from my sleep, I was met by the contents of a large bucket of what I could only assume was seawater thrown in my face. I quickly scanned before me as I gasped my air from the shock. I had been sat up against the wall of the cabin, hands and feet shackled away unable to clear the generous welcome gift from my face. In front of me stood four figures, three of them in black cloaks and in the center, was a rather large figure in black jacket with his back turned toward me. Before I could muster a reply, a wave of nauseousness struck me and instinctively I turned to the side and began to vomit.

"Don't be embarrassed," the man in the black jacket stated as I continued to spill what little contents I had onto the deck. "That's just the portal sickness. Turns out the human body doesn't take too kindly to being disassembled and reassembled hundreds of miles away." As he spoke, he turned his head slightly back at me. "Vomiting, blurred vision, nasty runs... but it gets easier, ya know. Not like you'll be around much longer to find comfort in that, so you'll have to take my word for it." In a brief moment, although hidden behind a black bandana wrapped around to lower part of his head, I thought I saw a wily smile form from the side of his face.

"Who... are you?" I managed to cough out just before the heave in my stomach keeled me over, forcing me to regurgitate my insides one again.

"Who am I?" he repeated. "Why ask what you already know?" He then revealed the journal in his right hand and held it up for display. My eyes darted down to my chest to confirm what had been so close to me during my travels now belonged to him.

"You've made a lot of progress, deciphering most of the entries," he continued as he began sifting through the pages. "A commendable but wasted effort, especially to die here." He then snapped the journal shut. "I see you've read about my crew so I guess we no longer have to keep up the charade." With a motion of his hand, the three cloaked in black lowered their hoods. Horrified, three ghastly faces emerged, human but cold and void of any healthy color. In that moment, I realized the dream I had was actually an imagining of one of the entries of the journal and before me was the true incarnation of the cursed pirates. My heart sank with the realization that I had been chasing a fairy tail, dreams and delusions of grandeur but now it had very much become a living nightmare.

"Now," the black jacketed figure interrupted, breaking my mental spiral. "Who you are is of little consequence to me but before I kill you I would like to know why. Why would anyone foolish enough to steal from me be willing to come back to its source?"

"My brother," I sighed, head bowed in resignation. "He had your journal in his possession when he died, that and this stupid red bandana."

"So you did all this for him?" he replied. "Risking your life and chasing ghost stories for what?"

"Initially, it was for me," I confessed as if airing my final sins on my deathbed. "When he sent me a letter of his promising new discovery, these Wonders, I was filled with a new excitement that I hadn't felt since I first ventured out to sea so many years ago. But when I saw him lying on that beach dead clutching to the pages that were supposed to bring us together, I realized what he had wanted all along. I was never the best brother. He would play pranks for my attention and when I left the sea originally, it was he who took my place. All he wanted was to go on an adventure together, like we would when we were kids. And so, for him, I hoped to take this journey and see it through." I buried my head further and began to weep.

The man in the black jacket turned around and slowly walked towards me. Under the brim of his cap, his eyes dead and skin as cold as the others. He kneeled down and looked me right in the eyes.

"Mother always said you were the sentimental type," he answered. "Shame I only got to see it after I died." With that he lowered the bandana from his upper lip and to my shock, it was brother, Nathan. Stunned, I could not fathom the hundreds of thoughts I had in that moment and simply closed my eyes, my forehead on to his.

"It was very thoughtful of you to come all this way to return my stuff to me, Matthew," he spoke. "But you shouldn't have taken them in the first place."

"How?" I questioned.

"We are cursed, brother," he answered. "me and my crew. We entered that Wonder I wrote of in my journal and took which was not ours. We had just returned with the spoils to La Noferia, unknowing of our affliction, when I sent for you. Within a week, the others had passed, yet I held on until a few days before you arrived. I set out to that secluded cabin, hoping you would be the only one to find me there. I died protecting this journal. The next thing I remember, I awoke in total darkness confined in a box, not knowing if the utter nothingness was truly hell." As he spoke, he unwrapped the bandana around my neck and began to fasten it around his face, covering his lips, mouth, and chin, almost like a red beard.

"Who knows how long I was in that coffin before they dug me out," he continued. "I was lucky, Perry was first and had to dig himself out." He pointed to one of the formerly cloaked pirates and he in turn replied with a nod. Nathan then helped me to my feet and began to undo the shackles.

"They told me of a person who had taken my belongings, including the journal and my bandana. We resolved to have them chase the thief while I attempted to return here and right our wrongs. I never thought it would be you to set off and make your way here, make your way to me. Alas, shortly before you arrived through the portal, we still are unable to find a solution." As I stood, no longer obstructed by my brother's crew, I finally laid my eyes on the giant monument, the wonder that he had written of. We were just off shore and yet it loomed large in the sky. A marvel of ingenuity and splendor, it was like nothing I had ever seen before.

"Well," as I began to rub my wrists, easing the previous strain of the shackles. "...come with me then. Surely, someone should be able to help us find you a remedy." With that said, I placed my hand on his shoulder and smiled, grateful to see my brother standing in front of me.

"It is not that easy," he responded as brushed my hand off his shoulder. "...our minds are becoming more dull by the second. Percy is already unable to speak anymore. I'm afraid we are slowly losing our abilities to speak, act, or even to think of our own free will. While our independence diminishes, the Wonder's calls to us grow louder. Instinctually, we are finding it harder and harder to resist the powers within the Wonder. We are soon to become the servants of the Wonder and bound to protec... ugh." Nathan winced and grabbed his head.

"You must go, I fear what might happen once we turn," he ordered as he signaled to his crew. "Wake your captain and use these to return through the portal." His crewmates present a few relics from their hands and offer them to me.

"No, I won't lose you again Nathan," I reply as I shove their offerings away. Nathan had already turned to disembark. Catching up to him as he grabbed the rope ladder to ascend to their ship, I grabbed him by the shoulder.

"You found me once Matthew," he stated. "There are other Wonders in these pages, maybe one has a solution to all this mess." With that, he handed me the journal to protect once again. "You were always better at hide and seek. Come find me again, just look for the stupid red bandana."

A sudden pain shot up from my gut as Nathan kicked me and sent me to the deck. He began to climb as I sat in pain, finally reaching the rail and disappearing over. The sails dropped and the ship began to sail off. And as it reached the horizon, I swore I saw brightly colored bandana being waved as it moved out of sight.

Wipe Incoming

We are pleased to announce our Wonders patch will complete in two weeks with the introduction of the Great Pyramid as the first wonder for the season. We understand, due to various issues, that many have not had the best opportunities to get sufficiently prepared for the upcoming Wonder and so, we will be doing a full wipe when the patch drops in two weeks.

PTR Public Access
As an added bonus, we will be opening up the Public Test Realm (PTR) to the public starting today. This will be open to everyone with a Steam copy of the game until the patch drops.

In your library in Steam, right-click Atlas and select “Properties”

From the tabs on the left, select “BETAS”

From the drop down in the center, select “test2021 - recruit testers”

In the beta access code section, enter “PathfinderLifeForMe”

You will then download the PTR build and will be able to access the game once that is completed.

Remider: You will have to switch back to “None” in the BETAS tab to return back to the live servers.

We request you continue to help us make this the best release possible by reporting any PTR issues on our Discord channel linked below. Please be sure to specify any issue you find is marked as “PTR Issue” when submitting.


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Atlas v534.05 - Maintenance Patch https://atlas-servers.io/blog/282/atlas-v53405-maintenance-patch/ https://atlas-servers.io/blog/282/atlas-v53405-maintenance-patch/ Wed, 17 Nov 2021 01:58 CET
In our continued effort to make Atlas the best game possible, we’ll be deploying another maintenance patch to tackle many of the latest issues you’ve reported regarding the last major update.

The servers will be going down to deploy the update tonight, 11/16 at around 7:00 PM Pacific Time.

We are still working on getting the playatlas.com website up and running again. We apologize for any inconvenience and thank you for your patience on this manner.

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.

Released Patch Notes
Bug Fixes:
  • Fixed instances where NPC portals were usable from unintended ranges
  • The carrack is now buildable in the Advanced shipyard by default
  • Fixed instances where players using a controller could sometimes not select beds
  • Fixed instances where ship modules could be incorrectly destroyed
  • Fixed instances where the collision of the Cog ship was extended farther than it's visual representation
  • Fixed instances where the Grave Digger harvested Cursed Bone Chips at an incorrect rate
  • Fixed instances where Static Power Nodes were able to be destroyed by the player+
  • Fixed instances where General tile module was not craftable +
  • Fixed instances where the particle effect of the totem monument would activate on render
  • Fixed instances where the Sextant buff would not show treasure correctly after transitioning grids
  • Fixed instances where the Sextant buff would show incorrect map images on the mini map+
  • Fixed instances where multiple Altars would spawn on the same location
  • Fixed instances where sailing points for blueprint crafted modular ships would not transfer correct values
  • Fixed Instances where resources in the Damned Altar were not producing after server restart.
  • Fixed instances where water temperature was not correct to the climate+
Misc:
  • Portal Names have been adjusted
  • Damaged portals will now show what resources are needed to activate
  • Removed duplicate item entries from some skills
  • Added mean whale spawns to some areas in the Antarctica and North Pole regions
  • Altars no longer require claiming to access, they are available to any Pathfinder
  • Removed stone farmhouse from the skill tree
Known Issues:
  • Cog Scaffolding is currently incorrect length
  • Emergency Ladder on Cog, Carrack, Harrier, Kraken is not working as intended
  • Ship blueprints cannot be removed from a shipyard's inventory

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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame


]]>
Patch v533.01 - Maintenance Patch https://atlas-servers.io/blog/280/patch-v53301-maintenance-patch/ https://atlas-servers.io/blog/280/patch-v53301-maintenance-patch/ Wed, 03 Nov 2021 00:45 CET
Ahoy Pathfinders,

We hope you are all enjoying the Sea of Wonders update. In response to some of the issues encountered on release, we are deploying this maintenance patch to repair most of the bugs currently impacting gameplay.

Servers will be going down tonight, 11/2 at 7:00 PM Pacific Time for this hotfix.

While we continue to hammer out more of the imperfections, please continue to assist us and report any new issue through our bug form, here.

There are more “wonder”-ful secrets in store for this season and we can’t wait to show them to you all soon. So, keep your eyes peeled on the new content on the horizon. 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.

Released Patch Notes
v533.01

Bug Fixes
  • Fixed visual bug where bed icons were unclickable
  • Fixed instances where feeding trough could not be crafted
  • Fixed instances where tranquilizer arrows could not be crafted
  • Fixed instances where interacting with water barrels crashed the game
  • Fixed instances where Decay Timers were functioning incorrectly
  • Fixed visual bug where map markers were offset incorrectly
  • Fixed instances where tigers were not tameable
  • Fixed Instances where Tames or NPCs would shift off of ships after traveling via portal or gridding
  • Fixed Instances in which one could travel to Rookie Cove while on a boat*
Misc.
  • Fixed Single Player Map to not have Overworld Map Tab
  • Changed the ability to learn how to craft steering wheel to the Basics of Sailing skill
  • Changed the ability to learn how to craft the storage box under Basics of Building skill
  • Carrack should now be correctly buildable from the Advanced Shipyard
  • Tiny shipyards were removed from loot pools
  • Fixed instances of Merchant Ships going through Islands
  • Ferryman NPC at Freeports will take you to the correct islands on interaction

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! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame


]]>
Patch 532.08 - Atlas Major Update: Sea of Wonders! https://atlas-servers.io/blog/278/patch-53208-atlas-major-update-sea-of-wonders/ https://atlas-servers.io/blog/278/patch-53208-atlas-major-update-sea-of-wonders/ Thu, 28 Oct 2021 02:00 CEST


Welcome to the new season of Atlas: “Sea of Wonders”. We are happy to announce several new additions to Atlas this season, some of which you may consider  “Monumental.” With this patch, we are introducing a new early game experience, new endgame gameplay loop, new map with distinct regions, new ships, gear and weapons, and a long awaited fan request… Let’s take a look at what we have for you!

Note: The update will be accompanied by a full server wipe to accommodate for these map and gameplay changes. 


New Content
New player experience
Freeports
We have updated the freeport areas to be more visually appealing.
Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game.

Skill Tree
We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill.

  • New Max Level Cap: 110
  • New Base Max Level (before discoveries): 77
  • All skill disciplines have been reworked
  • Removed the song and dance skill discipline
  • Changed firearms discipline to ranged combat
Map Changes

Atlas has expanded! Visit new areas based on geographical locations



Regions Available

  • Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead!
  • Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge?
  • South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power?
  • Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home.
  • Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here.
  • North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference.

Atlas Menu Map
The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at.
  • Overworld - The first map drafted by early cartographers. A general outline of the world is available.
  • Rookie Cove - The home to the starting, self-titled region
  • Central Ocean - You will find the map to the Central Waters region here
  • Mediterranean Sea - The blazing hot desert islands of Africa region is here
  • Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here
  • South Atlantic Ocean - Tropical Oasis of the South America Region are found here
  • Arctic Ocean - The extreme colds of the North Pole Region are located here
  • Southern Ocean - The freezing depths of the Antarctica Region are here
Portals

Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous.
  • Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions!
  • Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore!
  • Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever!
    • Cost:
      • Magic Marrow: 50
      • Gold Coin: 250 
  • Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side?


PowerNode System


Transient Nodes
Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location.

  • Movement
    • Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions.
  • Resource
    • Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates.
  • Harvesting structure
    • A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure.

Static Nodes
Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures.

Army of the Damned Static Node
  • Damned Altar
  • Cursed Altar
Resources
The first resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates.


Structures Buildable at Static Nodes

  • Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar
  • Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time.
    • Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual.
    • Unnatural Fog - Causes the island to be covered by a thick fog.
    • Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten.
    • Buildable at the Damned Smithy.
    • Cost:
      • Stone: 100
      • Cursed Bone Chips: 50
      • Cursed Wood: 100
  • Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy.
    • Cost:
      • Cursed Bone Chips: 50
      • Stone: 200
Monuments

Monuments

Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on.

Monument Study Rooms

Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default.

Cursed Totem

Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem.
Once built allows members of the owning company to consume raw and rotten meat without any negative effects.
  • Stage 1- Foundation
    • Cost:
      • Stone: 2500
      • Wood: 800
      • Crystal: 200
      • Cursed Wood: 1000
      • Cruse Bone Chips: 500
  • Stage 2- Framework
    • Cost:
      • Stone: 500
      • Wood: 800
      • Cursed Wood: 200
      • Fibers: 400
  • Stage 3- Completion
    • Cost:
      • Stone: 3000
      • Wood: 800
      • Crystals: 200
      • Cursed Bone Chips: 400
      • Cursed Wood: 500
Burial Mound


Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound.
Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat.

  • Stage 1- Foundation
    • Cost:
      • Stone: 2500
      • Wood: 800
      • Crystal: 200
      • Cursed Wood: 1000
      • Cruse Bone Chips: 500
  • Stage 2- Framework
    • Cost:
      • Stone: 500
      • Wood: 800
      • Cursed Wood: 200
      • Fibers: 400
  • Stage 3- Completion
    • Cost:
      • Stone: 3000
      • Wood: 800
      • Crystals: 200
      • Cursed Bone Chips: 400
      • Cursed Wood: 500
Cursed Temple

Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple.

  • Stage 1- Foundation
    • Cost:
      • Stone: 4000
      • Wood: 2000
      • Crystal: 500
      • Cursed Wood: 1500
      • Cruse Bone Chips: 1500
  • Stage 2- Completion
    • Cost:
      • Stone: 10000
      • Wood: 5000
      • Cursed Wood: 10000
      • Cursed Bone Chips: 15000
      • Crystal: 2000
Monument Study Rooms

  • Vessel Studies
    • Allows for Ship related structures to be built with a chance to be up to Masterwork quality.
    • Cost:
      • Wood: 500
      • Hide: 235
      • Fibers: 120
  • Structure Studies
    • Allows for Land Structures to be built with a chance to be up to Masterwork quality.
    • Cost:
      • Stone: 750
      • Wood: 250
      • Flint: 200
  • Equipable Studies
    • Allows for all armor and weapons to be built with a chance to be up to Masterwork quality.
    • Cost:
      • Stone: 300
      • Wood: 400
      • Hide: 125
      • Flint: 250
      • Metal: 600
  • Culinary Studies
    • Allows all food recipes to be crafted with a chance to be up to Masterwork quality.
    • Cost:
      • Stone: 500
      • Wood: 800
      • Flint: 200
      • Metal: 400
  • Astronomy Studies
    • Grants the Sextant buff to all company members.
    • Cost:
      • Stone: 200
      • Wood: 400
NEW GEAR


Macuahuitl

A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree.

  • Cost:
    • Wood: 50
    • Crystal: 25
Transient Tracker

A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree.

  • Cost:
    • Coin: 20
    • Crystal: 10
Cursed Armor

 A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build.

  • Cost:
    • Metal: 30
    • Cursed Bone Chips: 30
NEW MODULAR SHIP/DOCK VARIANTS

Ship Changes
All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter.
Ship costs have been tuned to require more resources and less gold
Legacy system ships will be moved to a skill branch called Merchant Ships in a future update

Basic Shipyard
Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint.

  • Cost:
    • Wood: 2000
    • Thatch: 1000
    • Fiber: 500
    • Stone: 250
Cog
The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career.

  • Base Cost:
    • Wood: 500
    • Thatch: 400
    • Fiber: 400
    • Metal: 3
  • Weapons: None to start, can be equipped with weapon modules
  • Max Level: 50
  • Sail points: 2
Carrack
The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade.

  • Base Cost:
    • Wood: 2250
    • Thatch: 1800
    • Fiber: 1800
    • Metal: 18
  • Weapons: None to start, can be equipped with weapon modules
  • Max Level: 50
  • Sail Points: 8
Harrier
The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle.

  • Base Cost:
    • Wood: 1500
    • Thatch: 1200
    • Fiber: 1200
    • Metal: 18
    • Gunpowder: 50
  • Weapons: Mortar on Front Castle
  • Max Level: 50
  • Sail Points: 5
Advanced Shipyard
The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard.

Bug Fixes

  • Fixed instances in which alcohol buffs were working incorrectly
  • Fixed instances in which shipyards could be placed in unintended ways
  • Fixed instances where rowing modules health values were displayed incorrectly

Misc

  • Fixed instances of terrains on islands in custom server maps were not loading correctly
  • Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same
  • Gold obtained from all sources has been increased
  • Loading Screens have been added while transitioning to a new grid
  • Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures
  • Known Issues
  • Sound inconsistencies with portals
  • Quest Markers are in incorrect places/missing
  • Camera jittering on NPC portal
  • Cursed Armor can be displayed incorrectly if character height is too tall on female characters


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

]]>
RedBeard's Journal #03: Portal to the Unknown https://atlas-servers.io/blog/276/redbeard-s-journal/ https://atlas-servers.io/blog/276/redbeard-s-journal/ Sat, 23 Oct 2021 05:18 CEST
Landfall could not come soon enough, the crew were on their final leg before their for home voyage and a detour for a strange passenger with mysterious intentions did not help ease their growing restlessness. I had kept to myself in my quarters and on landing, I quickly disembarked, narrowly avoiding an escalating confrontation about a missing pinnace that had mysteriously disappeared overnight.

While a large town with folk of all manners, I could not help but feel the eyes of the townsfolk had pegged me as someone different. My apparel was nothing remarkable but it seems my inquiries about my pending guide had made me a person of interest. When I finally entered the local alehouse, it seemed word had spread quickly, because with each step towards the bar, I drew more and more attention from the local patrons. As I approached the bar, I met eyes with the barkeep and he gestured, as if he knew everything already, with a tilt of his head to a briny old man with a battered cocked hat and disheveled blue jacket. The stench of sea and spirits grew stronger as I walked over, a familiar aura put off by those devoted to the sail and by the smell, he was the most devout I had ever encountered.

"Captain?", I inquired. The word was clear as a bell as the room had fallen silent, all ears had perked for any tidbit of our conversation. However, the man remained unresponsive, still hunched over the bar. As I cleared my throat to repeat my query, the Captain turned, leapt off his stool and grabbed me by my head, hands on either side. He now towered over me, much larger than I perceived in his former slouched state, with his giant hands palming my head. Stunned, I closed my eyes expecting him to crush my skull with the slightest muscle twitch.

"Nephew!", he exclaimed as he glanced over me, "Aren't you just the spittin' image of your mother, God rest her soul!" And before I could respond to the misunderstanding, he wrapped his massive arms around me and clutched my head straight into his chest. "Do you have the money, lad?" he whispered so only I could hear. "Ye.. yes." I coughed still fazed by the sudden display of affection and new proximity to the source of the seaman's stench.

"Barkeep, a round on me. A celebration for the reunion of me and me sis's son!" The still air was broken with the news of good fortune and with a collective cheer, the familiar bar sounds returned. "Pay the man and meet me at the docks, less prying ears out on the sea." With that he released me and I stumbled gasping for a clean breath of air. Recovered but still shaken by the grand charade that just took place, I took a stool next to his to fake familiarities until it was time to leave. The captain "retired" for the night shortly after and I was soon to follow, much lighter on coin than I had entered.

I met the Captain again on his vessel, a small cog, meant for a light crew. As requested, we set off with just us two to man the cog, in an effort to keep our journey discrete. Unlike the actor in the alehouse, the Captain was a quiet man. Apparently, his willingness for the absurd and the rewards that followed had gained him much unwanted notoriety and many adversaries to boot. He often departed for journeys quickly in the night, in hopes to keep his pursuers off guard. And so that night, we set sail for Walfield Atol, a close but treacherous and relatively uncharted area known for its mysterious weather conditions and strange disappearances of many a crew.

It had been a few days before we drew close to our final destination. Unfortunately, we were not alone. Another small ship had been following our vessel since our departure and keeping its distance throughout the journey. However, the Captain was not fazed, believing we'd lose them once we arrived at Walfield Atol. "Only the king of fools is dense enough to take a cog through Walfield, and you're in the presence of royalty," he would reply with a laugh to my concerns. And as we sailed closer black clouds could not only be seen in our direction but also seeming closing in on us at our wake.

Between shifts at the helm, I had started deciphering another page in the journal and now finished, I thought I had gone wrong, for the translation depicted something truly unbelievable. To reassure myself, I reread the page aloud, hoping to discover any mistakes that could affirm my doubts and put me at ease.

A burning disk, floating on the turbulent surface of the ocean. A rumor that almost rivaled the discovery of real Wonders and Monuments in the world has reached me. I set sail to the rumored location of one of these disks, near the Walfield Atol. I have a feeling that this might be related to the temple that I found on that island.

I arrive at the island and look west, in the direction of the rumored disk. I can’t see anything, but it’s mid-afternoon so I decide to wait until morning to set sail again thinking this rumor was a tale to mislead youthful pathfinders. As it gets darker I head back up to the deck of my Sloop to make sure no pirates have found me. The island is silent, and I see no lights. I look over to the West and pause. What is that blueish light? It's near the horizon, and far too bright to be a star. Raising anchor I set sail towards the blue light with the wind at my back.

The rumors were true. I arrive in the middle of nowhere to a...disk shaped structure that is aflame with bright blue-white fire? It looks like lightning made fluid. I look over the side of my Sloop down at the surface of the water and panic. I’m caught in a maelstrom, and am being dragged into the ring. There is barely enough time to run to the captain's wheel, before my Sloops bow enters the burning ring's light. My skin begins to tingle and all my hair stands up. My vision fades to a blinding bright white.

After a few moments my vision returns to normal and I find myself sailing away from the disk. I open my compass to set sail back to port, but I’m sailing the wrong direction. The wind is still at my back, but now I’m sailing East? I pull out my sextant to confirm...and I’m no longer at the same part of the ocean as I was a few moments ago. I’m on the other side of the world! I get my bearings and set sail to the nearest freeport.


Foolishness, I thought to myself. Discs, like portals, to another location? Impossible. As I finished, I heard the Captain call to me muffled by the crashing waves from an impending storm. The deck had become slick with rain and as I stumbled to the helm, I could only suspect that what he had for me was not going to be pleasant news.

"If you're going to tell me about the storm I've noticed!" I yelled over the crashing waves.

"They're damned fools too! Look!" he replied pointing to the stern with one hand with the other struggling to steady the wheel. As I looked to our rear, I was greeted by a haunting sight. Only about 200 yards away, our pursuers had drawn close and were nearly at our heels. To my horror, piloting the pursuing vessel were three figures in black cloaks. Instantly, my heart sank and I buckled, nearly losing grip of the railing.

"They'll be on us soon enough, but I'd gladly give them my title if they tried to board us in this storm!" The captain boasted as the waves continued to toss our ship. I gathered myself and peered to the rain at the chasing ship, hoping the waves would take them instead. As they bobbed in the sea, two of the figures had made their way to the front of the ship, each holding out something, as if making an offering to the sea. In my astonishment, a small flash came from each of their hands and suddenly, the objects they held were no more. I had not a moment to comprehend the small ritual that had taken place before a giant flash of light illuminated the sky behind me.

I turned to see a giant red disc had taken shape over the water a few hundred yards in front of us. Is this the disc the journal spoke of? Bewildered, I vaguely recall the Captain frantically screaming profanities as he tried to regain control of our vessel to no avail. Our ship began to pick up speed, pulled toward the disc by some unseen force. It was only a short time before our vessel made contact with the anomaly, slowly engulfing each part as it helplessly sailed through. And as the disc finally swept over me, I clutched the journal that led me here and prayed its words were true.



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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Redbeard's Journal #02: A Monumental Adventure Begins https://atlas-servers.io/blog/274/redbeard-s-journal/ https://atlas-servers.io/blog/274/redbeard-s-journal/ Sat, 16 Oct 2021 05:14 CEST
It had been a week or so after that fateful night before I was ready to set off to sea. I had arranged for all of my personal belongings to be sold off, in exchange for some supplies and passage on a ship heading east. The ship would rendezvous in Nozetal with a local captain who was known to take any fare as long as the gold was right. With my itinerary set, the days could not go by fast enough, anxiously waiting to set course for the lands unknown depicted in the cryptic journal.

We laid my brother's body to rest a couple days after I had discovered him dead, washed up on the shore. My boisterous brother had apparently made a name for himself in this small harbor town with nearly half the residents in attendance at his funeral. To somber the mood, his mates suggested a celebration in his honor and begrudgingly I obliged, on the terms it took place the night before I left. As much as I would enjoy a fitting send off for closest kin, I was still well aware that those that murdered Nathan could still be out there and would still be looking for the pages he died protecting.

The inn was full that night, filled with every sort of scallywag one could imagine. As I was packing my belongings in one of the rooms above, the windows laid open, a vent from the heat already rising from the festivities taking place below. Towards the end of the evening I made my way downstairs to make my appearances, anxious for this night to end so I could start my journey come sunrise. I took a seat at the bar with a few old crewmates and bided my time with half laughs and fake smiles, waiting for the opportunity to make some excuses to end the night early.

After about four or five half-baked, fully exaggerated stories and a sea shanty or two, I noticed my mug had run dry and was looking to the innkeep to top me up. However, as I lifted my glass to signal my predicament, I noticed he had much more pressing matters at hand. His eyes were fixed on the doorway, as if sizing up trouble as it entered the inn. As I peered over my shoulder through the crowded bar room, three figures in black cloaks made their way through the crowd and sat themselves at a table in the back corner. A chill went up my spine as I turned to face the bar and the empty mug in front of me, feeling their eyes burn a hole in my back. The room felt much hotter and as I gripped the pages of the journal tucked into my shirt, panic raced in my mind as sweat began to bead on my forehead. "You alright mate?" I thought the innkeeper shouted but all noises had become dull and unrecognizable as I wondered if I was about to share the same fate as my brother.

"Oi, you're clean dry, let me fix that for ya!", he continued as he grabbed my mug. But I was no longer concerned with my thirst, for it seemed my demise was inevitable, draped in a black cloak a few yards away. Thoughts raced in my head, of my brother, the journal, and the dreams dashed before they started. Through pure instinct, my body urged me to run. Run as fast as I can to anywhere. Anywhere is better than here. Before my head could process, my hand was already on the bar turning myself to the door. Eyes fixed on the target, I plotted my route through the crowd and out the front door. I took a moment to glance at my pursuers and as our eyes met, a slam pierced through the fog of noise and shook me to attention.

I turned to the bar to see a frothy mug had been dropped at my place and a kind smile had returned with a solution to my woes.

"Take a swig and you'll be alright lad," he beckoned. Dazed as if the train of thought had been derailed, I grabbed the mug and took a hearty swig, half in hopes this ale would deliver me from this hellish situation. To my surprise, my salvation wasn't in the mug but under it. As I wiped my lips with my sleeve and looked to place the mug down again, in its place was a worn iron key. My eyes widened as I stared at it and when I finally looked up at the innkeep, he leaned and whispered, "You should get a bit of rest now. I think you'll find this room a little more comfortable."

As he leaned back and left to address the rest of the clientele, the pieces, once jumbled, were now set and I had hope. With my back to my potential assailants, I carefully tucked the key into my jacket and stood up from the bar. With one last swig, I finished my drink and then said my farewells. I left every coin on my person and carefully made my way back up the stairs. As I ascended, I took one last look across the room at the three in black, hoping to never see them ever again. I raced down the hallway past my room and used the key to enter the room next door. I slid into the room and quickly locked it shut. With my back against the door, I clutched the journal at my chest and let out a deep breath.

It was not long before I heard footsteps in the hallway. Nervously, I had placed myself up against the wall shared with my previous room and could hear, although muffled by the noise from below, as they made entry into my former quarters. They moved quickly, breaking down the door and quickly realizing I was no longer there. From the muffled shouts, they deduced I had left through the window that had been left open and sent one in search of me while the others stayed to search the room. The desperate snapping of wood and tearing of cloth was the only thing heard for the next few minutes as I sat in silence, occasionally startled when their carnage would fly across the room and slam into the shared wall. Thoroughly spent and unrewarded, the noise from the neighboring room subsided and finally, after some time, hurried footsteps rushed down the hallway to continue their search elsewhere.

They had not found me but I was not safe yet. I dared not sleep in fear of their return and sat quietly, in anticipation of the footsteps coming down the hall again. Paranoia began to creep in as every sound as the night went on drew closer to sounds of imminent danger. It was not long before I began pleading within myself for the sun to rise and to be away from this town. I needed to do something to keep the idle mind at bay. To keep myself from madness, I lit a candle on the floor and pulled out the journal. I hastily arranged the sea-soaked pages on the floor and began to decipher the next entry in the journal.

As the words and phrases unraveled, I became more and more obsessed, losing my senses of the world around me. The findings Nathan died protecting would change the world forever and it was our fate to share them with the world. The sky had changed to a lighter shade of blue and a peek of orange could be seen once I was done. In my amazement and relief, I read the words aloud, grateful to see another day.

“I set sail to the Walfield Atol, an island reported to have Power Nodes located on it. As it appeared on the horizon, I could see an odd formation sticking out of the sand. It looked too straight to be a rock, but due to its size I couldn’t imagine what else it could be. As I sailed closer however, I realized it was carved! It was an immense statue. I could see the outline of the skull carved into stone, eyes glowing green in the late evening light. Dropping anchor, I jumped into the water and swam to shore. This statue had to be bigger than any I have seen in these waters before. Was this the structure that so many pathfinders have spoken of? I set off on foot towards the center of the island, where an Altar was rumored to be.

As I follow the river around a large rock formation I pass carved rock pillars. Similar to the totem statue that I passed earlier, but not as large. Looking forward I see something that can only be described as a man made hill. It is a giant perfectly round… mound. The same skulls that were carved into the totem are all over it. I made my way to the top and almost fell face first into a pit. I’m sickened by what I see at the bottom. Several skeletons and rotting corpses are floating in a shallow pool of water. The smell of rotting flesh makes me fall back, slipping and rolling to the dirt. Shaken, I stand and rush past this Burial Mound hoping that that is the worst I find on this island.

Finally, I found the Altar that I’m looking for. Cursed Pirates are everywhere, so I am hiding in a bush. Watching the pirates I notice that they are carrying large chunks of stone and wood around another huge boulder. I sneak around and sink back onto my knees. They have built what looks like a temple. There must be several rooms inside, as I watch at least fifty pirates enter the structure with full loads, but leave empty handed. Do I dare try to sneak inside?

I didn’t bring enough grog for that. I hurry back to my Sloop and set sail for the nearest freeport.”

These altars, these monuments, could etch our names in history. Not only that, I finally had a destination. I frantically gathered what was left of my things and raced to the harbor. I sprinted through the streets, half-delirious, half-jubilant, shedding tears to my good fortune. And as the anchor raised from my vessel and the harbor slowly shrank into the distance, peace had finally set in. The doors were all shut. But miraculously, I had been given a key, and now, wonders untold await me. Exhausted, I went into the hold for some much needed rest. I grabbed whatever I could find and made a bed on a few crates. And there I slept, dreams reignited, swathed in a long black cloak.

Major Announcement
We hope you are enjoying our continuing narrative building up to our next major patch! We'd like to announce today that we have a set date for the new update, October 27th. With this update, we will be having a full wipe of all servers. We can't wait to show you what is next for Atlas so stay tuned for more details!


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! :)

Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information

Natter n' chatter on Discord: https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame]]>
Redbeard's Journal #01: Uncovering New Discoveries https://atlas-servers.io/blog/272/redbeard-s-journal/ https://atlas-servers.io/blog/272/redbeard-s-journal/ Sat, 09 Oct 2021 04:26 CEST

It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay.

When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived.

It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me.

It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears.

As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read.

Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him.

To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt.

I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting.



When I first heard that Pathfinders were discovering locations in the world that have a strange apparition that disappears a week or so after it is found, I had an ominous feeling. I set sail to investigate, and found one of these locations!

There was an unnatural fog, a swarm of insects, and a strange noise that seemed to be coming from the ground. As I watched several of the cursed pirates that have plagued our waters approached. They built a small hut and began to dig! I watched as they uncovered what looked like human remains. My ominous feeling was justified, as I just watched cursed men dig up cursed bone chips.

I had to know more. After about a week of digging, the fog cleared, the insects left, and the Cursed Pirates packed up their bone chips and left. I followed them at a distance. We arrived at what seemed to be some kind of Altar, which was aflame with a ghostly green.


What the cursed pirates did next stunned me. They poured all the bone chips they had dug into the fire pit. It immediately sparked and the flames grew high, almost too bright to look directly at. I watched as they took the wood from the fire, and some flame scrocech bone chips to a workbench. Astounded, I observed as they constructed strange weapons and what might have been part of a building. I have never heard of any Cursed Pirate ports or structures, we have only ever seen their ships as they destroy our fleets. I have to return to port and spread this unsettling news.

As I turned to leave, my attention was caught on a large standing stone. It seemed to be glowing the same ghostly green as the Altar fire. I had to investigate. I crouched, and snuck up to the stone. I’m glad I had that grog earlier, ‘cus what I saw would have terrified me if I wasn’t drunk! Cursed Pirates, singing and playing a crude set of drums. I slumped against the stone, and suddenly felt the urge to sing along to the drums. Unnerved, I ran back to my Sloop and set sail back to port.

What did I just stumble across? What powers are these that have never been seen before?



As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full.

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! :)

Happy Sailing,
- ATLAS Crew

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