about 4 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/834910/announcements/detail/2958263217248201458]here[/url].
about 4 years ago - ATLAS Team - Direct link
Ahoy Pathfinders!

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

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

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

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

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

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

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

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

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

For the latest dispatch on #playATLAS keep yer one good eye trained on this here information
Natter n' chatter on Discord: {LINK REMOVED}https://discord.gg/playatlas
Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
Watch us scallywags on Twitch: {LINK REMOVED}http://twitch.tv/sailtheatlas
Plus ye can band with us Pirates on Facebook: {LINK REMOVED}https://www.facebook.com/playatlasgame
about 4 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/834910/announcements/detail/2941375352635977787]here[/url].
about 4 years ago - ATLAS Team - Direct link
Ahoy Pathfinders!

Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates now until next Tuesday!

Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion:

All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate.

Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade.

Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships.

There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough.

What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit.

The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system.

Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion.

In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. :)

Released Patch Notes v514.3

Trade
  • Connected trade routes will now automatically trade between each other
    • Every few minutes a Market will look for a potential trade
      • Prioritizes Trade Routes in order
      • Prioritizes Trade Offers in order
    • When both Markets in a Trade Route have compatible Offers, a Trade is initiated
      • Example:
        • Market A and B have a Trade Route
        • Market A offers 1 Lightwood for every 2.0 Thatch
        • Market B offers 1 Root for every 0.4 Wood
        • If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch
        • If both Warehouses have enough resources, the shipment is created.
    • Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse
    • Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch)

Crafting
  • Reduced the output of crafting Gunpowder from 2 to 1
  • Reduced the output of crafting Blasting Powder from 2 to 1

Market
  • Updated the Structure Settings on the Market to be Reinforced Stone
    • This gives Markets increased damage resistance
  • Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other)

Resources
  • Adjusted weight of many resources
    • Reduced the weight of Gold Coins by 50%
    • Reduced the weight of Gems by 75%
    • Reduced the weight of Wood by 40%
    • Reduced the weight of Sap by 60%
    • Reduced the weight of Crystals by 60%
    • Reduced the weight of Metal by 33%
    • Increased the weight of Oil by 2x
    • Increased the weight of Fiber by 8x
    • Increased the weight of Flint by 2.4x
    • Increased the weight of Keratanoid by 5x
    • Increased the weight of Gunpowder by 1.5x
    • Increased the weight of Organic Paste by 2x
    • Increased the weight of Fire Gel by 2.5x
    • Increased the weight of Blasting Powder by 2.5x

Sea Forts
  • Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters
  • Increased Max Tax rate for Sea Forts from 30% to 50%
  • Sea Forts added to D8
  • Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu
  • Sea Fort structures no longer respawn when an enemy is nearby

Ships
  • Increased Gold cost for crafting ships
    • Schooner: 50 Gold → 5,000 Gold
    • Brigantine: 250 Gold → 25,000 Gold
    • Galleon: 500 Gold → 50,000 Gold

Warehouse
  • Reduced Placement Prevention Radius of Warehouse from 800m to 600m
    • This increases amount of warehouses that can fit in an area by about 75%
    • We're looking at how to best allow multiple companies to have warehouses nearby in the future
  • Reduced Transport Radius of Warehouse from 500m to 450m

Misc
  • Increased the max stack size of Cannon Balls from 50 to 100
  • Bug Fix: Explosive Barrels can no longer deal damage in Freeports
  • Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size

Known Issues
  • If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there
  • Resources awarded by Trade Events may not be delivered or logged correctly
  • Trade Log may incorrectly state which resource types are sent and received
  • Trade Route income should be multiplied by the Trade Route's distance
  • Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel
  • No feedback is given when a Market doesn't have a valid Warehouse to connect to

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

As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)


Happy Sailing,
- ATLAS Crew

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





Recent ATLAS Posts

over 1 year ago - ATLAS Team