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    Wednesday, May 1, 2019

    ATLAS Less tame centered content and more CREW centered content.

    ATLAS Less tame centered content and more CREW centered content.


    Less tame centered content and more CREW centered content.

    Posted: 01 May 2019 01:32 AM PDT

    Would love to see the game shift directions of hey lets use our tames to farm to having the ability to hire workers or crew to help you farm resources.

    submitted by /u/Nodfire
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    Alliance/Coalition Influence Map [01.05.2019] NA [COLONIES] PVP

    Posted: 01 May 2019 08:11 AM PDT

    Thank you atlas for putting my power stone key where its impossible to reach.. no mather what i did i couldnt get it

    Posted: 01 May 2019 04:58 AM PDT

    cant see where I shoot

    Posted: 01 May 2019 05:41 AM PDT

    Hey guys, got my first pvp brig today. Put some cannons at the end and cover them with a ceiling on top.

    Then i started farming SotD and in like 90% of the shots, I cant see where Im shooting. I dont see the grey/yellow lines and I cant see the flying cannon balls. Anyone know why this is? Its quite hard to hit the ships, if I cant see where Im shooting

    submitted by /u/Introser
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    The fountain cave needs fixed asap

    Posted: 30 Apr 2019 10:14 PM PDT

    Did the Hydra thing and was going into the cave, expecting a shit show, but I did not expect to turn the corner and the bridge is shoulder to shoulder lions, bats filled the entire cave, lions and spiders overdue every inch of the floor and damned soldiers shooting me through the walls. This should have been fixed from before and now that the cave is also a part of big quest lines players should not have to deal with that BS again and again just to finish the quest. It's super disappointing to put in all that work just to loose it to something like this. Please put the cave higher on the fix list.

    submitted by /u/ThatOneNinja
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    Updated Merchant Ship Info

    Posted: 30 Apr 2019 09:51 PM PDT

    Some of us may remember the old commodities vendors in Freeports having one particular type of each resource costing much more than all the rest, aka silk was 180g per swap versus all the other fibers being 18g swaps, etc. Part of me feels like someone fatfingered a 0 in there, but there was one for each type so who knows.

    I finally had a chance to board one and update what they have and how much.

    Unfortunately, still no Keratinoid :( Also no Hide, but who cares.

    Every other resource type is available, but I've only written down the data on stuff you'd actually use for blueprint crafting. Here goes.

    --Prices are now the same across whichever type you trade for. There's no longer a singular, more expensive type of each

    Fiber: 50 unit swap @ 18 gold per

    Cotton, Hemp, Jute, Seaweed, Silk (I also wrote down Straw, but I don't think that could be right, pretty sure it was removed and replaced with Seaweed)

    *Bamboo is not available

    Flint: 40 unit swap @ 18 gold per

    Basalt, Chalcedony, Chert, Obsidian, Radiolarite

    *Agate is not available

    Metal: 30 unit swap @ 23 gold per

    Cobalt, Copper, Iron, Silver, Tin

    *Iridium is not available

    Oil: 15 unit swap @ 25 gold per

    Blubber, Crude Oil, Fish Oil, Naptha, Shale Oil

    *Mineral Oil is not available

    Stone: 50 unit swap @ 18 gold per

    Coquina, Granite, Limestone, Sandstone, Slate

    *Marble is not available

    Thatch: 50 unit swap @ 18 gold per

    Rushes, Fronds, Reeds, Roots, Bark

    *Twigs are not available

    Wood: 50 unit swap @ 18 gold per

    Agedwood, Darkwood, Softwood, Lightwood, Wetwood

    *Ironwood and Strongwood are not available

    submitted by /u/StAtiC_Zer0
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    Too much LSD?

    Posted: 30 Apr 2019 06:26 PM PDT

    Blueprint +% quality thresholds?

    Posted: 30 Apr 2019 09:35 PM PDT

    hihi~

    I'm curious if anyone knows of a place this information is available, or perhaps we can build a rough estimation together?

    RNGesus can shower us with blessing or prison rape us for lels, this we all know. What I'm interested in is determining a hard cutoff to "throw out" lower tier blueprints that don't even make sense to craft.

    Example: 110% common Large Cannon blueprint, this 108% Journeyman can go fuck itself (throw away, remove clutter, prevent a possible derp moment where a fellow company member may waste resources actually making it cuz it's "blue," etc.)

    submitted by /u/StAtiC_Zer0
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    Door Levers Not Working As Intended?

    Posted: 30 Apr 2019 03:36 PM PDT

    I set up a lever system that is tied to all the gates surrounding my base. When they are all closed, I use "open" on the lever and they all open. Same for when i use "close", they all close. This is how I expected it to work.

    But then I found out it doesn't quite work like that. The issue I'm running in to is that it seems if one random gate is open, and the rest are closed, they become out of sync. When I use "close" on the lever, the closed doors will all open and the one open door will close. It only seems to work properly if every single gate is open/closed before using the lever.

    It also seems like "open" and "close" don't actually do anything different. They both just activate the lever in a generic way. I can use the "open" command to open/close/open/close as many times as I choose "open".

    I was hoping I could use this lever as an "oh shit" button for when we get raided to quickly make sure that all the gates are closed. But it seems like if even one gate is closed while the others are opened, everything goes wrong.

    Is this working as intended or an oversight? Any way to fix this?

    submitted by /u/TastyCricket
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    I heard there was a Ballista Nerf? Is it still good for killing Whales, or should I use cannons?

    Posted: 30 Apr 2019 02:55 PM PDT

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