over 3 years ago - ATLAS - 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 tomorrow, Wednesday 11/04, at 7:00 PM PT!

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 your 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 v513.7 // Client v513.8

*** 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 (private servers)
New variables for Sea Forts, Markets, and Trading have been exposed for server configuration (add to BaseServerArgs of the JSON file):

; 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 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, 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

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