1. ATLAS
  2. News

ATLAS News

Captain's Log #41: A New Direction and Trade System + Ramming Ship Tease

Ahoy Pathfinders!

After lots of internal discussion we have decided to start cranking out more frequent, smaller content drops rather than larger, expansive features that take months to prepare. This ultimately does not change our current feature course, but rather than wait for more content we are simply going to drop what we’re working on now - the first iteration of the Trade System next week!

How does this affect your everyday pirate life? More dev news - you are going to hear from us more often on new features we are developing. Faster content drops means more new features, but also more map wipes. Good and bad, right?! In the true spirit of early access (which ATLAS certainly is still in!), we are going to tell our awesome community what we are working on, ask the community for gameplay feature ideas and see if some of them work….not every feature we test out will ultimately make it into the final game. We might change our mind!

Now without further ado, let’s talk about where we are at with some of the things we’re working on!

Trade System

Since we first started on this renewed ATLAS journey, we have introduced Farmhouses and Warehouses into the mix. We have hinted that these were more than just a standard QoL improvement. We are building upon these features to develop a Trade System!

We will be introducing a new structure, Markets, that are used to set up trades. Markets will need to be connected to a Warehouse, which in turn should be connected to a Farmhouse. Farmhouses are used to fill the Warehouse that the Market will use to look things up to trade. Markets will need to be placed next to a Warehouse and each Warehouse may only have one Market. Players will need to control both land for resources and Markets, and sea for Trade Routes.

In the actual Market itself, players will have a menu that will allow them to set up their resources for trade and the exchange rate at which they will trade for. Players can then request trading routes with other Markets. Once the trade route with another Market has been established, the connected Markets will automatically set up the trades as long as both parties have the required resources within their Warehouses. A log is also available in the Market menu to keep track of trades, requests, attacks on your shipment.

A new island type, Control Points, will be integral to the Trading System. Each grid on the server may have anywhere between 1-3 Control Points that companies can capture for an advantage. When trade conditions are met, Markets will create a shipment of the goods. This Trade ship will automatically sail to its target destination, going through any Control Points on the grids that are a part of its route. These shipments will also generate gold for each party - the longer the trade route, the more gold is generated. Companies that own a Control Point can set a tax on any shipment moving through it. If there is more than one Control Point on a grid, the shipment will automatically choose the lower tax if available. If a company owns a Control Point on the grid, it will prioritize the company’s to avoid tax. Companies that own a Control Point can also choose to blockade specific companies from using its Control Point, making it possible for companies to stop trades between others. Players will also be able to directly attack any shipments en route as well.

Control Point islands will have a unique icon on the map. These islands will contain a central structure surrounded by canon towers. Players will have to destroy all canon towers and the middle structure where they will have to plant a flag in order to gain control. The structures will then rebuild themselves and players will be able to place the canon towers at specific defensive points and build other defensive structures around them. Control points will automatically start defending itself once attacked. Next to the towers will be the Tax Bank where the taxed gold is collected. Unowned Control Points can still defend themselves and will collect taxes into its Tax Bank. Tax Banks can be destroyed and stolen from.

On PVE, no one can take ownership of the Control Points, so trades will always be open to anyone, however, the Control Points will always collect taxes at a set rate and PVE will also be able to steal from the Tax Bank.

Teaser: Ramming Ship

A couple months back, we wanted to add an early version of a new Ships for Gold system. Upon reviewing Community feedback and further ideation, we took the feature back to the drawing board to further develop. With the next update, you may see a new NPC on an island. Although he has no functionality yet, we are sure that Pathfinders will be paying him plenty of visits in the future. 😉

The Ships for Gold system will be slowly rolled out after we launch the Trade System. While we are still in development, we wanted to tease the first ship that will be available for players to buy with gold - The Ramming Ship!

***The render above is still a work in progress and is subject to change.

The Ramming Ship has a unique front end that is specialized for the purpose of - you guessed it - ramming straight into other ships! It features built in cannon ports and a lower deck with holes for oar boards that can be extended for a speed boost, even when there is no wind. Players can tactically use their oar boards for a temporary speed boost to increase their damage multiplier when ramming into an enemy ship! The Ramming Ship will likely not be customizable upon release, however, we are working on a modular customization mechanic for these new ships that can be bought for gold.

The design goal here is to provide an “Interceptor” option that can be used to catch fleeing ships or shorten a chase.

The current ship system will exist alongside this new ship system when it launches. However, apart from the Sloop, previous ships will additionally cost gold to build. Generating gold with trade routes will be integral to earning enough gold for upkeep.

Final Note

Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! We will be paying extra attention to your thoughts on the upcoming Trade System and Ships for Gold, and will continue to make adjustments as necessary. 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

v410.6 ATLAS DevKit Update and Maintenance



Ahoy Pathfinders!

Servers will be going down shortly at 4:00PM PT for maintenance. Estimated 30-40 min downtime. We're also happy to announce that the ATLAS DevKit will be updated at this time! Thank you everyone who has been waiting patiently for it!



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 PATCH: V410.2

Ahoy Pathfinders!


The upcoming patch will be more focused on fixes and balance passes as we continue to look into combat and also develop the farmhouse and warehouse system. Ships of the Damned issues among other bugs have also been fixed.

We’d like to thank our community for all of your feedback thus far. As we continue to engage with the community, we’d like to introduce a survey to help us better quantify community sentiment regarding certain changes to our patches. We would be grateful if you could fill out the survey for v.410.2 here: https://forms.gle/tvcdYcDqhBPP3bRY7

The Patch is scheduled for tonight, 9/01 at 8:00 PM Pacific Time Zone.

Please see below for the detailed Patch Notes of our latest update, v.410.2

RELEASED PATCH NOTES


Combat

  1. Shield bash can no longer be used while in the air
  2. Bug Fix: Soft Spots Feat now only affects Two-Handed Mace
  3. Bug Fix: Brass Knuckles no longer affect shield bash damage
Construction
  1. Structures can no longer be built on tables
  2. Grills, Crop Plots, Water Pipes, Paintings, Flags, and Buoys can no longer be built in Freeports or on land claimed by another company
Crafting
  1. Cloth Armor and Simple Bed may now also be crafted at the Loom
  2. Waterskin may now also be crafted at the Tannery
  3. Wood Wall/Floor/Ceiling/Roof, Repair Hammer, and Storage Boxes (including large) may now also be crafted at the Smithy
  4. New Skill added to Artillery Tree: Captain of Renown -
    As a master of both crew and artillery, your exploits as a pirate are known far and wide. Recruits seek you out allowing you to craft artillery that comes manned for an extra bit of coin.
    Requires BOTH Gatling Studies from the Artillery Tree
  5. New Crafting Recipes added to the Smithy: Manned Cannon, Manned Large Cannon, and Manned Puckle -
    These recipes cost the same resources as their unmanned variants plus an additional 10 gold coins
    Crew will spawn at them after 30 seconds and man the station
Explosive Barrels
  1. Explosive Barrel projectiles that don't explode on impact can be defused
  2. Explosive Barrel toss distance increased by 50%
  3. Tossed Explosive Barrels no longer stick to players, creatures, or the sides of structures
  4. Catapult reload time for Explosive Barrels changed to 2 seconds
  5. Bug Fix: Barrels placed or tossed onto ships will now explode when their timer expires
  6. Bug Fix: Explosive Barrels shot out of cannons will no longer instantly stick to the water
Golden Age Ruins Creatures (Fire Elementals, Rock Elementals, and Cyclops)
  1. XP awarded after creature's death instead of per hit
  2. Damage dealt to ships increased by 100%
  3. Damage dealt to players decreased by 20%
Ships
  1. Increased the range of Ship Ammunition Container from 30m to 40m
  2. Bug Fix: Ships no longer leave behind their frame when destroyed
  3. Bug Fix: Ships of the Damned should now behave normally
Submarines
  1. Bug Fix: Horse cart weapons can no longer be fired from a submarine
  2. Bug Fix: Grenades can no longer be thrown from Submarines
Tames
  1. Cows can be ridden by equipping a Tier 2 Saddle


Warehouses and Farmhouses
  1. Reduced exclusion radius for placing Warehouses from 2km to 800m
  2. Increased the weight limit in the Warehouse from 50,000 to 250,000 and increased max inventory items from 40 to 100
  3. Added 'Transfer All,' 'Transfer Half,' and 'Transfer Amount' option to Warehouse and Farmhouse inventory, similar to how stacks may be split in player inventory
  4. Warehouses, Farmhouses, and Stone Farmhouses no longer use Wood or Thatch as fuel and instead use Coal/Oil, which lasts 60/120 seconds per unit
  5. Warehouses now transport Wood and Thatch
  6. Warehouses no longer transport Oil or Coal (This solution will be iterated on soon)
  7. Bug Fix: Warehouses and Farmhouses no longer have crafting inventory section that falsely implies you can craft in them




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

State of the Game and Ask a Pirate Day - Q&A with the Devs #3


Ahoy Pathfinders.

Right now, the crew is working diligently on Ship of the Damned issues where they are not moving as they should. We will also be addressing the ship skeletons that are not despawning, amongst other issues as well.

Shifting the Meta

Since season 1, many hours have gone into creating PVP centric mechanics in ATLAS. Seasons 2 and 3 saw many changes that restricted the use of these mechanics. We’re interested in highlighting these unique mechanics, and are looking at different ways to bring them back into the mix and balance them further. As the current state of the game develops, so will the meta.

Starting with the next patch, we’ll be unveiling a quick survey on the latest changes that all players can take, so that we can get a better understanding of the community’s sentiments.

We also have more Q&A from the crew below:

Ask a Pirate
Question: When will we get a feature complete small group map where all the content is included? If I missed it, don't hesitate to point me in the right direction. Blackwood is broken/doesn't have all resources. We had a 4x4 private server and our group tried Blackwood when it launched, but the resources are reversed, and there are only a few types of rare metals/woods etc.

Answer: There's no clear roadmap for that right now. We are putting everything behind cleaning up the main game and adding new features to it.


Question: When ATLAS first released, it was mentioned that humans would be able to create offspring, is that tabled forever? Reference: https://www.rockpapershotgun.com/2018/12/19/atlas-pirate-mmo-developer-interview/

Answer: We totally want this, but we think it's fair to say that this is a long way off. Atlas has many bugs and systems that need to be optimized / improved. Once we get that down, we can expand into this kind of territory.


Question: Are you considering more PvE ocean jobs like strictly whaling, lobstering, shrimping or fishing for rare aquatic stuff?

Answer: Yes! You get it! We really want to put way more things for players to do on the ocean and that is one line of our two prong strategy. We are halftime working on cleaning up the code, which means removing bugs and readdressing broken systems, and the other half of the time we are focused on more ocean-centric features


Question: Will there ever be more underwater ships (in addition to submarine) for a new level of combat?

Answer: There are lots to fix and improve in the main game before we expand to this. Right now the team is focusing on getting a solid base of fun coming from the existing game with a larger number of players playing.


Question: What about the problem where we sail into a lot of SoTD after crossing another server? I sunk 2 times because of it... 1 time with a brig and 1 with a schooner. They are so often way too close to the server edge. I don't mind fighting them, but sailing into 2-4 SoTD will kill any small ship, especially without any canons. How can we react that fast? When we reach another server, they already shoot before we even see that they are attacking.

Answer: Having Ships of the Damned crossing into other servers can make this dynamic encounter more in-depth. We hear you about loading into a grid just to get attacked. The right balance is more complicated than you might think and this team is committed to doing things the right way.


For a chance to get your questions answered, you can submit them to us in the comments here or on Discord!

Featured Screenshot

Don’t forget to submit photos on Steam and Xbox, or tag us in your screenshots on Social Media! You may just get featured in our next post. Here is a belated International Cat Day photo from player “Glider” on Steam.



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

v409.1 - Warehouses Available Now!


Ahoy Pathfinders!

We’re excited to bring you phase 2 of the new features we are currently rolling out! Expanding from the Farmhouse system we introduced last patch, Warehouses are a new structure type that players may build at the smithy. We are shifting Stone Farmhouses and Warehouses to a new skill - Advanced Automation, which can be found in the Construction Tree (requires Esotery of Building).

Warehouses can be used in conjunction with Farmhouses to automatically collect and store the resources gathered from Farmhouses. Gone are the days of having to tediously move resources to and from for storage. Simply craft and place the Warehouse and it will begin gathering from all farmhouses within a 500m radius. Ever get confused by which of your storage boxes has which resources? With its large storing capacity, you can now easily access all your resources in one place! Any basic resource and alloy can be put into the warehouse, it will not store finished goods.



We’ve also made a few tweaks to improve and balance Farmhouses. Again, these systems are still a work in progress and we are continuing to change and develop on Farmhouses and Warehouses as we examine gameplay and receive player feedback.

The Warehouse update also includes an Explosive Barrels rework and a couple of minor balance changes on Puckles and Army of the Damned.

For more details on Warehouses and other changes, see the full patch notes below:

Released Patch Notes


[h3]New Skill: Advanced Automation[/h3]
  • Added Advanced Automation to the Construction Tree
  • Requires Esotery of Building
  • Cost is 12 skill points
  • New Warehouse and Stone Farmhouse added to this skill


[h3]New Feature: Warehouse[/h3]
  • New structure type, Warehouse, may be built at the smithy
  • Warehouse is a structure that automatically collects Resources from Farmhouses in range
    • Will not gather Wood/Thatch, which is fuel for Farmhouses
    • Gathers from Farmhouses within 500m
    • Gather Rate is 5% of the Farmhouse inventory every 10 minutes
  • Warehouses may not be placed closer than 2km to another Warehouse
  • Warehouses must be placed within 30m of the shore
  • Warehouse takes thatch or wood as fuel
  • More than one Warehouse can hit the same farm
  • Warehouses have 40 storage slots
  • Warehouse stacksize is 10,000 units
  • Max Inventory Weight is 50,000
  • Warehouse health is 40,000
  • Warehouses are not taxed


*For reference, 1 foundation is 2m

[h3]Explosive Barrels[/h3]
  • Instant detonation option removed
  • Setting the detonation timer is now a separate action from lighting the fuse
  • Detonation timer can now be set and viewed in inventory
  • The fuse is automatically lit when a carried barrel is placed!
  • Added defuse option: any player can defuse an explosive barrel
  • Can now be used as ammo in Cannons, Large Cannons, and Catapults
  • Duplication bug fixed
Impact Behavior for Barrels Fired out of Cannons
  • Explode instantly on impact with ships, structures, players, or creatures
  • In water, barrels float for six seconds before sinking. They explode when their timer expires
  • Otherwise, barrels explode after their timer expires
Impact Behavior for Tossed Barrels
  • In water, barrels float for six seconds before sinking. They explode when their timer expires
  • Otherwise, barrels explode after their timer expires
Damage Immunity
  • Placed barrels are immune to ranged damage
  • Carried barrels are immune to all damage
  • Destroyed barrels no longer explode unless as part of a chain reaction with another barrel


**Known Issue: When attempting to throw a barrel while on a ship, the barrel will drop where the player is standing and then explode.
We are working out how to resolve this issue and will send out a patch for it as soon as we can.


[h3]Farmhouses[/h3]
  • Farmhouses can no longer be placed in water
  • Farmhouse now only transfers a single stack of resources into player's inventory per transfer interaction
  • Increased distance requirement between Farmhouse placement from 120m to 200m
  • Farmhouse harvest rate reduced by 25% overall
    • Harvest Interval increased from 15 seconds to 60 seconds (gathers 1/4 as often)
    • Harvest amount increased (gathers 3x as much)
  • Stone Farmhouse has been moved to Advanced Automation Skill in Construction Tree
  • Updated resource costs of constructing a Stone Farmhouse
    • Changed 360 Metal to 180 Alloy
    • Added 80 Organic Paste as additional cost
  • Reduced the Draw Distance of Farmhouse from 1 kilometer to 400 meters
  • Reduced health of basic Farmhouse from 30k to 20k


[h3]Miscellaneous[/h3]
  • Reduced NPC cost on Puckles by 50%
  • Army of the Damned can now be damaged by swivel guns



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