We've got a bug on this that we plan to resolve, which hopefully will be retroactive too. In the meantime, you can submit a player support request and our GMs will take a look: https://www.playatlas.com/index.php?/support-tickets/
We've got a bug on this that we plan to resolve, which hopefully will be retroactive too. In the meantime, you can submit a player support request and our GMs will take a look: https://www.playatlas.com/index.php?/support-tickets/
Grenades had some changes to them applied recently. We reduced their damage specifically against players, NPC Crew, and creatures. We also increased their weight. We're open to doing more changes, but we're waiting to see how these current ones play out. Definitely not going to be introducing a 5 minute equip timer on anything, though!
We've ramped up our spam protection a lot over the past few hours, so let's see if this holds. Sorry that keeps coming up, I know it's a pain we'll have it sorted out soon.
Now that may not be fully set up, we'll take a look!
This is an awesome tool, great work guys
This change reduces the distance at which player characters are replicated on boats. We brought the number down so it matches the values on land, out in the sea, and in the air (gliding). It will by proxy improve server and client performance, as it's quite a taxing thing. It also allowed us to tweak up NPC replication values, which again should result in both client and server performance gains, and it's opened the door for some other things that we're looking into.. which will also result in a gain if things work out Server and client performance will always continue to be something we put some time and attention into.
I just tried it in game myself, it's definitely working for me. Have both pistols equipped on your hotbar, take 1 of them out, and then to switch them, hold the [TAB] key and press the number corresponding to the pistol.
It's something we'll always be working to improve, and there will be a steady drop of changes coming throughout the Early Access period as you can never say 'enough' when it comes to both client and server performance. We made some networking changes last night, which were more tweaks to replication values that should result in increased server performance, especially in cases of large ship battles. It'll also open more ways in which we can save perf -- which is currently being investigated -- so hopefully, we can take it further in the coming weeks.
As for switching engine, there aren't any plans to do anything like that