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Patch 552.9 - Halloween Patch

Ahoy Pathfinders!

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
[h2]New Content[/h2]

[h3]Halloween Event[/h3]


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.


[h3]Floating Operating Base[/h3]


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


[h3]Swarm House[/h3]


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


[h2]Bug Fixes[/h2]
  • 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.


[h2]Misc.[/h2]
  • 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.
  • Enabled ship bottle duplication on PvP servers.
  • Increased cost to duplicate bottled ships.
  • Tames/crew can be stored inside bottled ships.


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

Ahoy Pathfinders!

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.

[h3]Floating Operating Bases[/h3]

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.

[h3] Factions[/h3]

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.

[h3]Tame Barn[/h3]

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.

[h3]Swarm House[/h3]

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


Hotfix v.551.4 and Devkit Update

Ahoy Pathfinders!

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

[h2]Bug Fixes[/h2]
  • 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

Ahoy Pathfinders!

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
[h2]New Content[/h2]


[h3]Ship in a Bottle[/h3]

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


[h2]World Map[/h2]

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



[h2]Sea Fort Reconstruction[/h2]

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.

[h2]Bug Fixes[/h2]
  • 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.


[h2]Misc.[/h2]
  • 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.


[h2]Xbox Only[/h2]
  • Memory usage has been optimized.
  • Memory leaks have been fixed.
  • Graphics have been optimized for each version of xbox.


[h2]Known Issues[/h2]
  • 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

Ahoy Pathfinders!

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

[h2]Ship In A Bottle Configuration[/h2]

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

[h3]Redis Database:[/h3]

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



[h3]S3: [/h3]

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

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