Sep 30, 2020
Last Oasis - not_so_gladiator
CHANGELOG

- Added Volcanyon map.

VOLCANYON





We're introducing a new map, combining various aspects of other maps and some new twists on top: the Volcanyon. This one incorporates bits and pieces from the Canyon and the latest Volcanic map, while also having some unique areas that have a special feeling and provide new gameplay opportunities.



COMMUNITY QUESTIONS

There’s a Community Update coming out tomorrow (Thursday), so we won’t have a Q&A in this post.

We know you want some clarification on the beta branch and the wipe, and that will be a big part of tomorrow’s post.

Here’s a little taste of something coming in the future:


Sep 23, 2020
Last Oasis - not_so_gladiator
CHANGELOG

- Added Panda Walker!
- Fixed various unpacking ownership issues.

NEWS ON THE COMMERCE UPDATE

We've been preparing for the Commerce Update and reading your feedback, and we'll be opening a new permanent Beta Branch to test all the changes. All new upcoming updates, including Commerce, will be going to the new branch, while the main branch will stay with a stable version up until all the changes are fully tested and approved.

What it means in practice is that official servers will not be wiped in October and you'll be able to play there normally. Instead, the new branch will be launched on the same date (still TBA) with all the changes we're planning for the Commerce Update. You'll be able to freely choose which version you want to play on at any point and both will fully work with dynamic tile burns and map numbers.

Our intention with this approach is to be able to test and improve on all the core changes before forcing them on the official realm. It will allow for much faster iteration over important aspects of the game like clan sizes or burn times, and actually testing them with all of you without worrying about breaking the official realm. To give you some examples of things that will be tested, we'll be increasing the burn time to 20-30 days, reworking Proxy battle timers, and finally trying out hard clan caps (by popular demand). A very strong focus will be on addressing the zerg problem.

Once the changes are fully tested, balanced, and work as intended, all the improvements will be moved to the official realm together with a proper wipe. Meanwhile, we'll be continuing with our regular content drops, which will also be going to the Beta Branch for the time being.

PANDA WALKER



-Make transporting all your Walkers even easier by packing them onto the Panda! Panda can pack and haul every type of a Walker except another Panda and has 5 whole slots to do so, although limited by total carry weight. In addition to its packing capabilities, it also has deck space for building structures and weapons, and has all other regular Walker abilities like a hatch or modules.
We named it Panda because Lucas didn’t want us to, and we’ll do anything to see if we can break Lucas’ eternal happiness. We got one small frown out of it.





COMMUNITY FEATURE

-Gypster has made videos reading through each weekly blog post!



COMMUNITY QUESTIONS

Want to submit a question to the team? Join our Discord and keep an eye on #announcements for a link to the form! New forms get posted every few weeks. You can also check out our past Q&As on our {LINK REMOVED}.

Q: What exactly is the plan for the crane? Initially it had a description that stated it was used to move smaller walkers. That was obviously not practical with how the rope snapped somewhat easily. The only real use was for with the lumbermill. Now that walker packers have been added that has replaced the role of what some of us thought was going to be the role of the crane. What is the plan for the crane as a utility tool, if there is one.
A: We originally came up with the crane when the concept of physical trees was first brought up. It was intended to be used as a tool for transporting logs from forest to your stationary lumbermills. Later on we added a feature to lock its tether so it becomes close to unbreakable, allowing it to haul walkers.

For now, we're not thinking about changing its purpose, but we have some ideas for how to improve the functionality and usability, potentially making it stronger but more difficult to operate. We'll also be adding new things to move with the crane, possibly adding interactions with upcoming loot sites and other objects.


Q: Will there be musical instruments in addition to chanting at some point?
A: We weren't planning instruments before, as we wanted a more unique approach to player-made music with chanting, but we do have some ideas brewing in that regard like drums.

Q: Why do backpacks not increase the max carry weight of a player? Is this something intended for the future?
A: We're planning to add a system in the future that would allow special perks applied to any kind of item and increased carry capacity would certainly be one we'd look into.

Q: Hey, how many bricks had to fall on your collective heads that you decided it'd be a good idea to introduce wipes? Did the building fall down? The decision is so moronic and out of touch that I'm genuinely worried about the safety and mental well being of the dev team.
A: To be a dev on the Donkey Crew team, you have to sign a waiver ensuring that you will follow the daily ritual of allowing a donkey to kick you in the face. This helps build character and resilience. So, no, it wasn’t a building.

But to quickly address the “What made us decide to add wipes” question, which we have answered before (see our {LINK REMOVED}): core changes to the game are going to be introduced with the Commerce update that necessitate a wipe. And, as we mentioned above, things are changing around a bit now.


Here’s a teaser of something coming soon:

Sep 16, 2020
Last Oasis - not_so_gladiator
CHANGELOG


BOMBS

- Added Cluster Bomb.
- Added Healing Bomb.
- Added Insects Bomb.
- Added equipment durability damage to the Sulfur Bomb.
- Made Chalk Bomb a smoke screen by removing damage.
- Improved performance optimization of bombs and gases.
- Improved visuals of bombs and gases.

FIXES & TWEAKS

- Adjusted UI elements of player/clan name overlay.
- Fixed being able to unpack things close to enemy bases.
- Fixed Slingshot not working with Ammo Chest properly.
- Fixed Camelop's protection bubble.
- Fixed Camelop continuing to pump after destruction.
- Fixed enemies being able to activate the Camelop pump.
- Fixed some missing item descriptions.
- Fixed water particles interaction with players.

BOMBS

This week, we’re introducing three new bombs! There’s the Cluster bomb, the Healing bomb, and the Insect bomb.







-The Cluster bomb explodes on impact and splits into more bombs, covering a large area with carnage. Be careful, though, it could prove to be dangerous if used without caution!

-The Healing bomb will release healing “gas” within a certain area, affecting everyone inside.

-The Insect bomb releases stinging insects that will follow players who get near them and do some continuous damage. It can also be used to snap grappling hook tethers!

-We've also buffed the Sulphur Bomb by adding durability damage to all equipment it covers with its toxic fumes and removed damage from the Chalk Bomb, turning it into a cheaper smoke screen. All the bombs and gases also received significant optimization improvements and some visual overhauls.



COMMUNITY FEATURE

-For some good :sparkles: wholesome vibes :sparkles: https://www.reddit.com/r/lastoasis/comments/istcqn/the_boogaloo_way/


COMMUNITY QUESTIONS

Here’s a few more of your questions! Don’t forget to check out our {LINK REMOVED}, where you can see what we’ve answered in the past. If you want to submit some questions to the devs, join our Discord and check out #announcements for a link to the Community Questions form!

Q: In the wipe that was mentioned; will the content come out incrementally again (like at release), or will all of the content thus far be available at once? i.e; medium, hard, iron, volcanic released sequentially, or how it is now.
A: It will be incremental like at release, but likely with some tweaks to order and the time between those phases.

Q: Will you be adding unique item stats to current weapon and armor? like bleed, +weight, resistance, etc?
A: All weapons and armors have quite a lot of stats already! There is armor penetration, individual weapon speeds, all kinds of damage types with unique effects on the combat formula, and so on. We didn't want it to be an "excel min-maxing simulator" though, and instead let you pick your gear by how it feels to play with it, so most of those are hidden.

When it comes to new and unique equipment stats and perks though, we're definitely interested in making it more dynamic and interesting. Most likely, it would be either in a form of completely new equipment pieces or a new system that allows to customize existing ones, rather than changes to default stats of current weapons and armors. We'll see what we come up with though!


Q: Are there any deadlines within Early Access? Some list of goals to accomplish before the game can be launched?
A: Not in a sense of specific content or features that have to be added before full release. We went with Early Access because we wanted to have a more reactive approach to development and release features based on feedback, our own observations, and what our community would find fun to play, rather than having a dogmatic list of things we would blindly add. It's not always exactly what you directly ask for, since we're looking at the game from a slightly different point of view, knowing its systems and how they interact under the hood, but everything we do is still entirely affected by you playing and sharing your opinions.

Q: Will there eventually be more construction based customization on walkers, ranging from just building small structures (like driver cabins) on your walker all the way up to building completely custom walkers from the ground up?
A: There are lots of drafts and prototypes of various Walker structures like steering levers attached to toolpods and Walker deck shields. We absolutely will be adding more of those!

Completely custom Walkers is something we've had in the back of our minds for a while now. Our main concern here is ending up with a single meta build, which would nullify all other Walkers and destroy the balance entirely, not to mention box ship meta is also ugly... If we come up with a solid solution that balances out creativity and effectiveness, we'll definitely consider it.


Q: If I build an arena do you think we could force gladiator to fight in it?
A: If you build an arena, you should definitely share it with me so I can see it and feature you in one of these posts! And who knows, I just might join you for a fight 👀

Q: Will the commerce update wipe include private server data?
A: Yes. There are big server optimization changes that require it.

And now, for a teaser of something coming in the future:



What other types of bombs would you want added to the game?
Sep 9, 2020
Last Oasis - not_so_gladiator
CHANGELOG

- Added Camelop Walker.

FIXES

- Fixed whole lakes being highlighted when looking.
- Fixed some water lake visual issues.
- Fixed not being able to build in some lava map areas.

CAMELOP WALKER



We heard the feedback that collecting lava could be a better process. Introducing: The Camelop Walker, named after an extinct genus of camels, which acts as a pump to help with farming lava (and water!). It can hold very large amounts of liquids, but doesn't have a proper deck, so cannot be spawned on.

Pumping water is straightforward and relatively safe, but lava requires a smart approach and planning, as this fragile Walker can be damaged by it unlike most others. While it will be a challenge to overcome for those who want to acquire very large amounts, Camelop's legs burn in lava much slower than the rest, so it's possible to stay above the pool of liquid death as long as you're not being greedy.







COMMUNITY QUESTIONS

We’re still answering some questions from Reddit, on top of a few from the Community Questions form that gets posted in #announcements on our Discord.

Q: Are you going to offer anything unique (and useful, not just a skin) to the Early Access buyers of the game when you release the finished product?
A: We don't have any specific plans for it yet, but we'd love to thank you for supporting us and providing feedback before the game is officially finished with something unique and cool. It's unlikely that it will be something with functionality that's not available to others, as that would basically be cheating, but we'll try to find an interesting solution to it.

Q: Have you considered having a section of the world not burn and contain a lot of elite endgame material so players who settle there will constantly be braving the wilderness to survive but in exchange can build a more static lifestyle?
A: It would go quite heavily against our lore to have areas that never burn while others do, so we haven't been considering mechanics that would require it. That said, some special tiles could potentially use a feature like that, especially if it's some kind of event. We'll still think about ways to integrate it though, so let us know if you have any ideas.

Q: Will you add kinetic movement damage?
A: We've been experimenting with it long before Early Access and would love to give it another shot. It definitely affects balance and the meta quite a lot, especially with walkers being both very valuable and tricky to properly control, so it might take us some time to implement it properly once we finally decide to go for it.

Q: What are your plans for modules?
A: There are lots of ideas, both practical and creative, floating around for different modules and we're planning to keep adding them over time. As you've seen with the Volcanic Update, new modules will be introduced with new mechanics for obtaining them, so you can plan your activities to farm modules you actually want instead of having a random chance to get a random module with a random activity.

Q: You have commented about private server multi-tile access which is great but is there anything on expanded commands such as being able to perform wipes / spawn items?
A: We're definitely planning much more control over private servers, including an ability to wipe and use admin cheat commands. Multi-tiled realms will be coming with the Commerce Update and we'll be announcing the dates for the rest later on. As we've mentioned before, hosting on your own machines will be coming as well in the future, which should allow for even more customization.

Q: Is there a combat rework patch planned, and what are your overall thoughts on melee combat as it stands right now? What do you personally think needs to be changed and what would you like to see changed in the future?
A: You'll probably get somewhat different answers based on who you ask in the team, since everyone has their favorite aspects of melee and overall combat. When it comes to melee itself, we want to add more interesting mechanics, new unique weapon types, and in general try to make it more dynamic and fun to play, especially in synergy with other parts of the game like walker combat.

With balance specifically it's a little more tricky, since we want to keep the skill ceiling quite high for those who decide to dedicate to honing their melee skills, but, at the same time, we have to remember that it's not a purely combat game, so it should be possible for a new player to learn how to fight with relative ease. We're not in any way imagining that the combat is balanced at the moment and we'll be making changes and adding to it over time as we iterate the game during Early Access.



And now, for a little teaser of something coming later on!



What do you think about the new Walker? What other specialized Walkers would you want?
Sep 3, 2020
Last Oasis - not_so_gladiator
CHANGELOG

EXOSKELETON

- Added Exoskeleton.

VISUALS

- Improved various effects during eclipse.

FIXES

- Fixed Gun Pod collisions for players.
- Fixed visual issues with retracting wings.
- Fixed inconsistent interaction for retracting wings.
- Fixed collision issues with catapult rocks.
- Fixed grappling hook controls breaking by landing with menus opened.
- Fixed camera issues when close to water.
- Removed ability to open menus when manning a Tool/Weapon.
- Removed ability to use bandages when manning a Weapon/Tool.

EXOSUIT



The Exosuit (aka Exoskeleton) is this week’s content push, and we wanted to tell you all a bit more about what the suit can do, and what we have planned for it in the future. We’re releasing this with a very big note: the suit is still a prototype. Any and all feedback on the suit is important, since it is still in development.



The Exoskeleton uses a complex system of pulleys and gears to maintain its integrity while moving and allows the nomad operating it to carry larger weights. Similar mechanisms are used in many other nomadic structures and tools. Even though the Exosuit's armor absorbs most of the damage dealt to the wearer, it won't be able to protect against environmental damage like fire or gases, while also suffering from poor explosion resistance. At the time of its invention on the Flotilla, the carrying mechanisms of the Exoskeleton are only suited for specially designed bolt-shooting weapons, but more tools and weapons are being tested by the Nomadic engineers.

In general, without any upgrades or modules that may come in the future, the Exoskeleton is a slow-moving machine capable of withstanding significant damage and designed specifically for combat, as it doesn't allow performing most actions due to its bulky structure. It can also be packed into Walker Packing Compartments to be transported between oases.



COMMUNITY FEATURE

-Can we talk about how amazing this handaxe that u/AdamJerel made is? Because holy shit.

COMMUNITY QUESTIONS

A huge thank you to everyone who participated in our AMA on Friday! We’ve updated our {LINK REMOVED} with what was asked and answered. This week, we’ll be answering a couple more questions from Reddit.

First up is the most upvoted comment. We wanted to take a little more time to answer instead of trying to get one out there during the AMA:

Q: Your game launched with roughly 30k players and now has a peak of 1k players on a good day in just 6 months.
In your honest opinion, what are your opinions on this and why do you think nearly 97% of your player base abandoned this EA title? In addition, how are you going to convince the people who left the game that they should come back and try the game again?

A: We launched the game with unique fresh setting, having great atmosphere and in a pretty polished state, especially in the early game. However we had (and still have) lack of content, number of serious gameplay issues (in particular affecting late game) and lack of customization options.
Considering all of that, it is absolutely expected for people to give it a try, play for some time and then leave, while checking on the game's state from time to time. Not saying we didn't make mistakes after release, but mistakes are also something to be expected and a part of EA title development.
The only thing we can really do about this is continue development, fixing the issues, adding more content and ways to play. It is understandable that for many people the current numbers seems worrying, but the more important part is for the game to keep improving and be fun to play. When we fix all the major issues - getting the numbers back won't be difficult.


Q: Can you comment or give a hint regarding other small walkers that are in the pipeline?
A: As you've noticed with the Cobra Walker, we're currently focusing on expanding the walker fleet with machines that have unique and special uses as opposed to general walkers, just with different decks. We do have some cool ideas for those as well though like an Interceptor Walker, so make sure to check the posts for any sneak peeks!

Q: Are there any plans to make knowledge unlocks or tablets also random loot drops?
A: It's possible we'll add tablet drops in some special places like big PvE boss encounters or event map exploration in the future, but it's unlikely you'll find them in regular loot drops from rupu camps or normal loot sites.

Q: With the commerce update coming up soon, is there any plan to make walkers sellable/transferable to individuals?
A: We've been considering a feature that would allow selling walkers at Trading Stations and will be looking into adding it some time after the Commerce Update.

More questions from the community will be answered next week!

Here's a teaser for what's coming next:



What do you think about the Exoskeleton?
Aug 27, 2020
Last Oasis - not_so_gladiator
Our goal with these Community Updates is to post them every month. If there's anything you want us to cover in particular, let us know!

To kick off gamescom, Last Oasis will be on sale for 34% off from now until August 31st, 10 PM PDT.

Development Updates

We’ve been keeping an eye on how the last two content pushes have been received, and wanted to let you know that we’re going to continue with these weekly releases! These won’t take away from all the work being done on the Commerce Patch, and we still plan on releasing that update sometime in October.

“How are you going to address the zerg issue / make it easier for solo players / etc” is a question we’ve gotten a ton recently. Giving a straightforward answer is tough, since our approach is going to be a bit more indirect for right now. We want to add content that can be used that will benefit players that aren’t in larger clans, and make the game easier for them in the long-run.

But what about wipes??

We are planning on introducing full wipes periodically. The first one will happen with the Commerce patch in October. We know this is a point of contention, and we are working on making it more straightforward for returning players.

We've been considering different ways of organizing this wipe while reading your discussions and decided to make it a full wipe with additions and improvements to the core mechanics. Since the focus of the update is commerce and trading, we're revamping the way Flots are acquired by introducing unique but limited Flotilla orders for each Trading Station, traveling salesmen with stalls you can find by exploring the world , and many other new trading mechanics.

When it comes to unlocking new tech, we wanted to add a very different process of getting Tablets, while sticking with the commerce theme. Once the patch is out, you'll be able to buy Tablets for Flots. While it might sound too easy compared to the current grind, keep in mind that Flotilla never officially sells Tablets containing ancient knowledge. If you want to buy them and other players are not selling, you'll have to travel and find black markets to trade with shady nomads for hard coins. Between acquiring Flots, finding black markets and bringing them physical coins, the new process will be comparable in difficulty to crafting the Tablets, but very different in gameplay and feel.

In general, wipes have a lot of pros and cons. We won't list all of them here, as you most certainly know them from different discussions we've all seen on forums and discord. There is one, though, that makes this decision much simpler for us - in a game like ours, it is close to impossible to introduce big changes without doing a wipe. Both for technical and gameplay reasons. Bringing changes that we're preparing in the Commerce Update without a wipe, for example, would not work well at all because of the already existing economical situation.

In addition to that, with the upcoming update we are doing significant changes to database structure to prevent the majority of server crashes and in general improve stability under heavy load. Trying to migrate the old data to the new structure would require a lot of time and come with significant risks.

We'll keep sharing more details about the update and specific features in our weekly posts, so make sure to check them out and send questions for the Q&A!

Community Features

-@pixelcave has been creating great videos, like this guide to the Cobra Walker:



-MatureMindedGamers made a beginners guide back during launch:



-This post on r/LastOasis gave us a good laugh!

Community Questions

A new Google Form for Community Questions will be posted to Discord on Monday!

Q: Do you have any plans to do something about combat timers?
A: We know they can cause some frustration with accidental hits, so we’ll be looking into expanding the system to make the timer triggers a little “smarter”. The system is quite complex and breaking it would cause a lot of gameplay issues, so we won’t be rushing with quick fixes for it and designing it properly instead.

Q: There's a lot of noise from a vocal minority around safezones, PVE tiles, PVE protection timers/hours - do these suggestions for a mechanic that turns PVP off fit your vision for the game at all?
A: As we’ve mentioned above, introducing wipes will allow us to do larger core changes to the game, so experimenting with solutions for PvP/PvE split will become much easier. That said, we’re not currently considering features that would completely disable PvP on official servers. Since Last Oasis has always been envisioned as a PvP sandbox survival with PvE elements, and not the other way around, we’re more inclined to look for solutions to merge the two ideas instead of replacing them.

Q: What is a feature the team is looking forward to most in the Commerce update?
A: There isn’t really just one feature that everyone is excited for the most, but many are itching for the big changes to Flots and the new map. While not the biggest thing coming out with the update, black markets is the one I’m personally looking forward to the most. More specifically the idea and systems behind it, as it opens up a lot of new possibilities and ways of integrating new features in. - pogo

Q: Will the trade station be expanded to buy and sell craftable items, quality items and/or gear?
A: It’s possible we’ll add Flotilla orders for crafted items in addition to raw materials, but it’s more likely you’ll find those kinds of orders elsewhere. We’ll be adding systems that allow them with the Commerce Update, but we’re still considering if and how to introduce them properly, so they might come a bit later.

Q: Are you discouraged at all about the negativity of some people in the community about the game?
A: We've done our own fair share of shitposting, so can't really say it affects us negatively. If anything, it's just more feedback. We still get much more use from your discussions of the game itself, but if it's not your cup of tea in its current state, we hope you check it out again after a few updates. That's the whole reason we went with Early Access after all.

Q: Why is it so long now between patches or any activity from developers?
A: As we mentioned in the first Q&A, there was going to be some stretches of time between larger patches. And, like we’ve mentioned now, there will be smaller weekly pushes on top of those large updates. We’ve been busy strategizing and planning what we wanted to kick off this new approach with.

Q: When will you add more armor?
A: Definitely check out our AMA tomorrow, there might be something teased you’re going to like!

Q: Do the developers play the game themselves to ensure they keep up to date with current metas and release relevant changes that players would want?
A: Not as much as we'd like to, but all the devs responsible for gameplay spend quite a lot of time playing the game. The main difficulty for us in that regard is all the issues it would cause if we officially participated in clan affairs, so we're relying heavily on your feedback when it comes to high-level gameplay like that.

Q: Is there a specific team focused on the development of private servers? It feels like if worked right, it may be the most entertaining and best player driving experience out of survival games.
A: Our backend engineering team is working on everything related to private servers. While it’s not their only focus, supporting and improving the systems for it is an important part of their work. We’re planning to expand the possibilities of hosting private servers drastically over time. More control over how and what spawns in your realms, ability to host servers on your own dedicated machines and more.

Q: Multi-tile access for private servers?????
A: We’re aiming to have this available with the Commerce update!

Q: Are we supposed to be the flotilla or will we meet the actual flotilla that gets mentioned in the tutorial? Will we get more characters like the tutorial voice guy?
A: The Flotilla is a giant walking city with streets, houses, and everything else you’d expect in a town (except you probably wouldn’t expect legs). It’s built on detachable platforms, so it can split up into parts for various reasons like crossing tough terrain, but is still, essentially, the capital of mankind.

We’re planning to add the Flotilla to the game in the future and add more content to it over time. Narrative-driven features like the tutorial are also on the table, but we don’t have any specific plans for them yet.


Q: Is Donkey Crew already working on another game?
A: No. We’re all fully committed to Last Oasis for any foreseeable future.

And now, for some teasers for a few things coming up...





What do you think they could be?

Thanks for reading!
Last Oasis - not_so_gladiator
Come join us for an AMA!
We'll be updating this post with a link to the AMA thread once it's live, and crossposting the thread to r/LastOasis!
It should open up an hour or two ahead of when we start answering questions.

Aug 27, 2020
Last Oasis - pogosan
Fixes
  • Fixed VOIP issues.
  • Fixed Weightless Modules not applying to walker packing.
  • Fixed walker packing not stopping when either walker starts safe logging out.
  • Fixed incorrect calculation of walker weight for packing.
Last Oasis - not_so_gladiator
Gamescom is happening this week! We’ll be hosting an AMA on r/games on Friday, August 28th at 6 PM CEST / 9 AM PDT. This Reddit post will be updated with more info, along with a cross-posted link to the Last Oasis sub. We’ll also share links to the AMA on our social media.

We will also be shifting away from our official forums and towards Reddit for now. The official forums will be closed and archived soon so we can continue to look over all the feedback and suggestions, but they could make a comeback in the future!

We are going to tell you all about our plans moving forward in the Community Devlog that we’re posting at the end of this week.

Now, for this week's content push, we’re introducing the...

Walker Packing Attachment!

We understand the need to be able to pack up some smaller Walkers and have them easy to access. With the Walker Packing Attachment, larger Walkers like Falco, Buffalo or Stiletto will be able to store the following packed smaller Walkers: Spiders, Fireflies and Dinghies!



CHANGELOG

- Added Walker Packing Compartment.
- Fixed walker icons on world map.
- Fixed visual issues with some foliage and grass.

COMMUNITY FEATURE

-RadioX has been making some fun thematic stuff:



COMMUNITY QUESTIONS

PLEASE NOTE: we aren’t including too many questions in this post since a Community Devlog is getting posted on Thursday. There will be a bigger Q&A there, plus the AMA on Friday.

Q: What are you going to do to increase a number of new players in the game?
A: More will be explained later in the week when we release a Community Devlog that’ll go a bit more in-depth.

Q: Are there plans to add safe tiles where PvP is disabled?
A: We’re still considering solutions for players with different PvP preferences, but we’re not currently planning to add regular tiles with PvP completely turned off. We do have some ideas for peaceful tiles later on, but they would most likely be designed as a unique oasis type (Flotilla being one example).

Q: When releasing patch notes in the future do you plan on making them more in depth as to allow players to see how everything works that has recently been added to the game in more detail?
[/i]A: We are trying to work on expanding how detailed our patch notes are. We might initially focus on the bigger components that get added and how they were designed to work within the game. These descriptions may not be included in the patch notes themselves, but would be part of a blog post or devlog.[/i]

Q: How’s the Commerce update coming along?
A: The majority of the planned features are getting finished and tested by now. We’re focusing on tweaks and adjustments, polishing new models, and figuring out things related to wipes. Read the details in the upcoming devlog!

Q: Would you hold a contest where the community could design a Walker?
A: That’s something we can try to organize, if enough people would be interested in it!

Q: When will you stabilise fps?
A: Since there isn’t “one big FPS issue” and performance depends on many small things, the improvements there are incremental. We’re optimizing a ton of smaller issues over time, so you’ll be seeing them with almost all bigger patches, engine updates, and so on.

Q: Are you considering changing burn time?
A: Once we figure out the details on wipes, we’ll be able to experiment with core mechanics like this much more freely, so it’s definitely a possibility.

What other kinds of attachments or upgrades would you want Walkers to have?
Last Oasis - pogosan
We didn’t want to keep you waiting for a full patch, so we’re doing a small “content push” to introduce the Cobra Walker! One of the questions we got on our community question form was Do you plan on adding specialized walkers in the future?, and we think this push answers it. The Cobra Walker is not the only Walker with a specific purpose we plan on adding in the coming months!

Patch Notes

  • Added Cobra Walker - a giant walking defense tower.
  • Fixed Rupu Slings attacking friendly players when private.
  • Fixed grappling hook collision issues on walkers.
  • Updated engine to UE 4.25. Various tweaks and improvements like performance, visuals, etc. (the reason for large size).

Cobra Walker



Like a cobra poised to strike, this Walker is great for players that want a more defensive playstyle. Drive this Walker around to the perfect spot where you can hunker down to brace for combat.

During the concept phase, the Cobra had wings. When thinking about organizing its movement and positioning, we replaced the wings with torque.



Community Feature

https://www.reddit.com/r/lastoasis/comments/huulw5/domus_walker_gmv/



Community Questions

Here are just a few from our last round of questions. PLEASE NOTE: a bigger Q&A will be included in the Community Devlog at the end of the month.

Q: Have you planned any wipe after a "massive" update soon ?
A: Stay tuned for an upcoming Community Devlog to hear more about what we have planned for the future!

Q: When can we expect a new big update?
A: We’re aiming for a large update in October!

Q: In the last round of Community Questions it kind of looked like the Giant Worm isn't going to show up until next year. Was that a typo?
A: No, it wasn’t a typo. We want it to become a meaningful and exciting part of the game that's connected to the world and other features. While we've put a lot of effort into the worm itself by now, we're planning to release a bigger worm-themed update instead of just the creature on its own.

Q: What proof do you need in regard to cheating before you act upon the individuals or groups that are cheating?
A: You need to submit video proof when you file a cheater report. You can do that here: http://feedback.lastoasis.gg/

Q: What are you doing to address the ESP issue?
A: The anti cheat team and our engineers are still looking for a solid solution against it. Cheaters are still consistently getting banned, though! The last big ban wave was just a few days ago, as many of you know.

Q: How to get on internal testing team to help verify issues with upcoming releases on staging env?
A: We pick Staging testers based on their engagement within the community and the type of feedback they provide. It’s not something you can directly apply for, so stay active in the game and the community if you’d like to be considered!


Teaser
Here’s a teaser of one of many things to come! What do you think it could be?



What do you think about the Cobra Walker? What other types of Walkers do you want to see added to Last Oasis?
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