We’re bundling our Community Devlog with this week’s content push since we had some bigger posts for Season 2: the Poaching Hut and Hard Maps!
To allow for a more fair progression, we’re doing a slow rollout with hard maps like we’ve done in the past! We’re going to start spawning them this Friday, so get ready!
We use this approach because we feel it aligns well with player progression. Sure, there are some groups that may have been waiting for Hard maps for longer than others, but transitioning over time rather than all at once means that more dedicated groups don’t just steamroll to the end right at the start of a season and that there is an overall more fair progression pace.
CHANGELOG
CLAIMING
-Added Poaching Hut - This placeable will allow the owner to reap harvesting bonuses from the area around it, poaching the resources from the owners of the oasis. -Re-enabled the ability to transfer Proxy Walkers to the clan.
TRADING STATION & MERCHANTS
-Added a beautiful array of lights to the Trading Station. -Fixed an issue which was causing Wandering Merchants to not display departure time correctly. -Third parties should no longer be able to grief Nomads dueling by hitting them. -Fixed being unable to interact with other Nomads in the Trading Station Arena after reconnecting.
STRUCTURES & BASES
-Extended Foundation height for all Foundations. -Adjusted Stone Window size. -Removed foliage growing on horizontal structural Stone parts. -Improved door collisions to avoid ammo going through some tiny holes and cracks.
BALANCE
-Increased weight of Apples. By popular demand, of course.
INTERFACE
-Added FPS selection, caps to 60 FPS by default. -Trading Station orders tweaks. -Limited chat message length in order to prevent abuse. -Clan caps on upcoming maps will now always be displayed on world map. -Added warning text that Flots deposited on Clan Bank cannot be withdrawn (can only be used for bidding on Oasis slots). -Fixed some issues in text length for Walkers and Structures in combat. -Localization fixes and improvements.
OASES
-Improved visibility on shadowy Canyon areas. -Fixed old rupu camps spawning on Canyon desert areas.
WALKERS
-Fixed incorrect wing power comparison on Balang Walker. -Fixed Balang Walker level upgrades being tied to Dinghy Walker. -Fixed Hercul Walker level upgrades being tied to Buffalo Walker. -Increased effective weight of Balang Walker. -Fixed spawn points on Balang Walker after travel. -Fixed spawn points on Hornet Walker.
FIXES & IMPROVEMENTS
-Fixed in-air climbing bug. -Improved readability of ammo contrails & hit clouds. -Improved ammo particles. -Fixed fast movement of Chalk Bomb visuals. -Major performance improvements for structures.
POACHING HUT
As an unlawful poacher, you can set up your hut anywhere you want and reap bonuses from others harvesting around it, much like legal claim owners. Once built, all the resource bonuses from the area around the hut will be going to you, instead of the clan holding a Proxy on that oasis, making you an illegal poacher to them. You’ll want to hide your dirty business as well as you can though, since the hut requires to be built in the open and isn’t exactly a fortress.
PLAYER REPORTS
Reminder about submitting cheater reports, or reports of harassment, racism, dupes, selling material for real-world currency, and exploits:
When you submit a cheater report to http://feedback.lastoasis.gg you need to include video evidence with your report. Including screenshots or videos in all other reports is just as important.
You can email support@donkey.team with those screenshots and videos, especially if you filed an in-game report and weren’t able to attach them to it. Feel free to use places like YouTube, imgr, or other hosting sites so it's easy to send us a link.
We really appreciate the reports that get sent in. It helps us so much, and allows us to move through the verification process faster.
COMMUNITY FEATURE
If you have a picture, video, meme, in-game creation, or even an out-of-game LO inspired project, we'd love to see it! You can share them on the Last Oasis Subreddit, or in #community-creations on our Discord!
Don't forget, if you have a question for the devs, check out #announcements on our Discord for a link to our submission form! If you want to take a look at all the things we've answered in the past, you can do that on our {LINK REMOVED}Living FAQ.
Q: SANDWORM / FLOTILLA WHEN? A: We’ve mentioned this before (CTRL + F on the Living FAQ!), but the Sandworm is something that will be coming in 2021! As for Flotilla, we want to get it in-game before full release, but it’s a huge undertaking and we wouldn’t want to put development time there until all the core features are running smoothly.
Q: How will you keep the value of flots high for everyone without making costs impossible for small groups? A: We want every group to have their own needs that have costs designed and balanced to work for them. In that way, each group will have their own spendings proportionate to their wealth. You can see parts of it clearly in the cost of Proxy Licenses for example - large clans will continue to want to set up new Proxies, so they’ll continuously need to spend Flots on the licenses. Other important examples here include bidding on server slots and Flotilla auctions at the trade station.
Q: Will there be any implementation of an in-game bug reporting system, so I can send a bug while I am playing? A: We don’t have any specific plans for that yet, but making bug reporting as simple as possible is something we’d like to improve.
Q: When will the amount of players allowed on a server be increased? It seems like you guys are trying to fix the symptoms of the problem instead of curing it. Larger servers in both size and amount of players in it would solve a bunch of problems and lead to new types of emergent gameplay. A: Our main reason for keeping this maximum number of players on a server is performance. Our goal is to provide an enjoyable experience no matter how many other people are playing around - whether you’re just alone raiding some rupu camps or participating in a huge clan battle. We’re actively working on improving the overall performance at the moment, so once we reach the point where the game runs smoothly with the current max number, we’ll consider increasing it.
Q: Is Walker trading a mechanic you’ve considered implementing? A: Definitely! Being able to specialize in walker building for someone other than your own clan always seemed like a great direction to take, so we’ll be looking into trading walkers at some point.
Q: Will there be more difficult maps beyond just “Hard”? A: In terms of actual difficulty - absolutely. We’re using the Easy/Medium/Hard type division mostly to identify which maps should players go to at different stages of progression, so it will still, most likely, be shown as Hard, but we have much more challenging maps coming in near future.
Q: Will you consider separating the Xbox playerbase from the PC playerbase? I am keen to get more players for PC but Xbox players will have a clear disadvantage on release due to the high combat skill gap. A: Our goal is to make the experience on consoles as similar to PC as possible, which also means competitive combat, grappling, and other mechanics. That said, we’ll be adding an option to allow private servers exclusively for console or PC players, and an official console realm is not out of the question in the future.
Q: Do you intend to keep wiping the game? What type of wipe/season schedule will you have? A: As we’ve said before, we don’t intend on wiping the game just for the sake of wiping it, so there is no strict schedule when the next wipe will come. If we develop some features that require a wipe, that’s when it will happen. As an example, while many of the features from Season 2 didn’t technically require a wipe, we had significant changes and improvements to our backend and servers that simply wouldn’t work with all the old data.
Q: Will there be a way to see the Koa in the future? It would be great as an animal fat source. A: In the future! It had some issues before, so we’d like to overhaul it completely, including the behaviour and mechanics around it, before bringing it back.
Q: On that note, when are you going to add in more creature types? A: We have quite a few planned, both less and more hostile, and will be looking into adding them some time next year.
- Added projectile trajectory for Catapult and Slingshot back. - Fixed holes in Stone Doors.
FIXES
- Fixed VOIP not working on some maps. - Fixed floating after some climbing. - Fixed losing grappling hook when redeploying. - Fixed model visuals of Stiletto. - Fixed shooting Scattershot through some walls. - Fixed being able to hit things through some walls.
Starting tomorrow, 27th November at 5 PM CET / 11 AM ET, Ancient City will start appearing on the world map!
Explore the remains of a forgotten civilization in search of loot and treasures, but beware the rupu-infested ruins scattered around the city and other hostile wildlife overrunning the area.
Black market traders, who live on the fringe of the nomadic society, tend to avoid crowded oases and often prefer to do their dealings far away from the Flotillian trade stations. You'll find them setting up shops all around the Ancient City and may even encounter special merchants offering Strongboxes to their customers.
Keep an eye out for the event map appearing on the world map during your region's prime time, as they're more frequent then, and make sure to bring some Flots coins with you when venturing there to trade with local merchants. New lands await!
Hotfix incoming
Before launching Ancient City later in the day, we'll be patching the game with some fixes for VOIP, Stiletto textures, and other things around 11 AM CET / 5 AM ET. Nothing big this time, but expect a larger update next week!
- Increased fragment drop from Rupu Camp effigies. - Reduced total tech cost to unlock Stone Bases. - Renamed roof structures to make tutorial clearer.
Season 2 is about to arrive! Servers will be up at 5 PM CET / 11 AM ET.
If you’ve been playing on BB, remember to switch back to the main branch!
One of the questions we’ve been asked is “How are you feeling about the current state of the game? Do you think it’s creating meaningful gameplay?”
This felt like a great topic to address, especially ahead of wipe and the start of Season 2.
From the desk of the one and only chadz:
With the next season about to start, I thought it would be a good moment to talk about how we see things, and what we learned from them. If you’re not interested in that, skip straight to the Season 2 changes.
What We Learned from Season 1
Let’s get that settled right away: a lot of things in the first season didn’t go as we expected they would. Many balance mechanics either didn’t work or backfired altogether.
We wanted to create a survival game in which PVP can be enjoyed by solos, small groups and large communities alike. Storing your belongings off-map, a territory system that encourages player-driven protection of nomads, a base that you can take with you anywhere you go, and many more - we thought it surely would make the game quite enjoyable for any playstyle.
Well, it didn’t. I could fill dozens of pages with our analysis, but I think it’s better to jump to some of the bigger conclusions.
Clan member numbers exponentially increase the power of a group. While this is expected and unavoidable to some degree, we accidentally made it much, much worse. The feature to respawn on different tiles was originally intended to let everyone play together more easily. Clans used it as a tactical tool - the community fittingly calls this “clown car-ing”. You see a walker manned only by a skeleton crew, and within an instant an army spawns on the deck. Many of the new changes make the gameplay more local and intimate, with actual travel being important again. No more clown car-ing.
Solos and small groups didn’t have the necessary tools to defend themselves. Last Oasis relied way too much on its inherent mechanics to give players a safety net, without giving players the proper means to make themselves safe. And many of those didn’t work out. For Season 2, a lot of content was added to bridge that gap, while also shifting more towards a base-driven gameplay that gives everyone a safe spot to rest.
Large clans bottlenecked the progression of smaller groups. For many solos, tablets became an impossible bottleneck - large clans practically had the monopoly on it. In Season 2, trading is now a viable alternative to experience the game fully, no matter if solo or as a clan.
The grind, omg, the grind. Season 2 is addressing this in many ways. Tools give substantially more resources, Walkers are quicker to build, commerce allows unlocking the tech tree faster, and many other changes to speed things up overall.
There is no denying that the last season did not manage to be good enough for many players. And players leaving is the most honest feedback we can get as developers. It became clear very quickly - Last Oasis doesn’t need tweaks. It needs a complete overhaul and radical changes. So we got our hands dirty, and here we are with the result: Season 2.
What We Changed for Season 2
For a full list of changes, see the changelog in the end. In here, I will go through some of the most game-changing ones:
Bind spawn to Walker
You need to pick a Walker beforehand and can only spawn on that Walker until you select another one. This stops clown-cars and allows players to estimate the strength of an enemy. Travelling to another tile will now involve actually travelling with your Walkers instead of teleporting around. For clans this means that the size of their territory will become more and more complex to handle the larger it becomes.
Founder Walkers and Bases
The Silur and the Balang are two new Walkers that fundamentally change the gameplay: Both have the capability to deploy into a stone base with the “solid” armor. This armor is incredibly hard to crack, making sure that any raider needs to carefully consider what target to attack - a balance known to work from other survival games that we felt would fit well in Last Oasis as well. The intention here is to move the gameplay away from the edge of the map and into the center where things are actually interesting, which is reinforced by disabling crafting in the desert logout zone and spawn protection bubbles. You will encounter a lot of bases and other player structures on the map, and you are no longer forced to take all your belongings to the lobby at the end of the day, making keeping them on the map a viable alternative.
Walker Damage
At the same time, we allowed any ranged weapons to damage Walkers and made Walkers easier to build by increasing the yield of tools. The gameplay will be more focused around a safe home base, while having Walkers that are more expandable than before. Losing a Walker will always be painful, but now you have a base on the map to fall back to and get back on your feet quickly.
Performance Improvements
A lot of effort went into improving performance, and it should be noticeably better in Season 2. This is an ongoing process and we will improve things constantly as we become aware of issues.
Burn Timer Increased
The time until an oasis burns up has been increased heavily, as constantly having to move became frustrating for many players. With the slower burn, you have more time to settle, learn your neighbors and the map, and feel like having a home. And once the time has come, the Founder Walkers allow you to pick up your base and move it to a new oasis.
Maintenance Cost
To help with performance and certain exploits, we added daily maintenance cost to bases. Each base consumes resources based on its size or starts decaying if not maintained. This will drastically reduce throwaway bases spam and allow different tactics to come into play.
Trading, Commerce & Flots
The Commerce Update completely overhauled the in-game economy. Not only are flots now highly valuable, they remain valuable throughout the game. You can use them to unlock technology and you can either earn them through quests or by smartly trading with other players. Furthermore, clans will always be in demand of flots, either for buying Proxy Licenses, or for using it to reserve slots for clan fights. This will allow every player to buy research tablets or other items and then sell those resources that are in high demand by clans for profit. Being a merchant is now an actual valid playstyle.
Clan Cap
Judging by the non-stop community discussions ever since it was announced, the added hard clan cap of 50 members is the most controversial addition in Season 2. Our goal with the clan cap is to stop the need to endlessly merge. Over time, more and more clans merged together because the exponential gains of doing so were just immense. We think that this change allows for a more diverse clan ecosystem, and more fair fights. We are, of course, aware that large clans can still split into sister clans, but it comes with an additional organisational overhead, and shared access to resources is very limited. Season 2 will help us in gathering more data and feedback to see where we take it from here. To all the clans screaming “bloody murder”, we love you and appreciate your feedback, but we will stick to it for Season 2 because we want to see the impact for ourselves before changing it again.
Proxy Changes
Proxy Walkers are now more expensive, have more health, and have an attack window of 3 hours compared to the previous 1 hour. These changes, together with the changes to spawning, will make it more difficult to hold multiple claims at the same time, and we think it will lead to a more diverse global territory map. We will see how this works out during the season and consider adjustments for Season 3.
Wide Range of New Weapons and Tools
There’s a whole lot of new structures to build, and many of them synergizing with new or existing mechanics. They will shake up the established meta and I encourage you all to be creative and use them to their fullest potential.
Removal of Visibility of Quality
This suggestion came from the community and we thought it was an obviously good idea. Enemies can no longer see the quality of your walkers and structures and you are, therefore, no longer painting a target on your back by improving them. Furthermore, destroyed structures no longer give resources back, reducing the incentive to fully destroy enemy Walkers.
QoL (Quality of Life) improvements
This is an ongoing process, but many QoL improvements were made as well. For example, increased chest sizes, improvements to the join-queue handling, renaming structures, and many other small things have been done. As always, please keep bringing in your suggestions.
Does that mean everything is perfect now? No - we are not naive enough to expect everything to be flawless at this point. There will be some balance issues, but we need to see them pan out before we can address them. A PVP game like ours will always be a ping pong game between players coming up with new metas, tactics and borderline exploits, and us trying to find a balance between all of it.
I hope Season 2 shows that we are committed, we take your feedback seriously, and we are not afraid to change things until the game is what you deserve.
What to Expect in the Future
Our plans at this moment are to focus much more on the PVE experience, new and additional content, and, in particular, end-game content. On the technical side, performance and privately self-hosted servers remain big things on our to-do list.
However, an early access game is a living, breathing thing. We read every bit of feedback we can get our hands on and take it into account. And while we can’t implement all suggestions, we try to look at the meaning of them - what is it that the player wants? We don’t claim to always get everything right, but we are not afraid to make big changes if some of our ideas don’t work out. We have a vision of where we want the game to go in the next few years, both during and after Early Access, but we need your feedback and input to get it right.
So please, keep the feedback coming!
COMMERCE
- Added Flots withdrawal/depositing at Trading Stations. - Added wandering merchants with unique trade orders (tablets, etc.). - Moved permanent Trading Station orders to wandering merchants (claiming license, etc.). - Added Flotilla quests to Trading Stations. - Added Flotilla auctions to Trading Stations. - Added listing tax when placing an order, and sale tax when succeeding in selling an item. - Added bidding on reserved slots for any tile. - Added clan bank used for bidding on slots. - Added global Flots vault to claim acquired money from any Trading Station. - Made trade orders migrate automatically when a map burns. - All trade orders which migrate to another Trading Station when a map burns will now have a lower price. - Added Flot drops from lootsites. - All items in the game can now be bought and sold at Trading Stations by players, including grappling hooks, tablets, etc. - Made World Map show best prices for trading. - Removed quick selling from Trading Stations. - Made trading station menus clearer. - Added a Dueling Arena to all Trading Stations - Initial implementation, it will be vastly improved in the future. - Trading Station protection will now refresh after every meaningful action (such as trading, interacting with Vault, auctions, etc.).
WALKERS
- Added Silur Walker - allows packing solid bases. - Added Balang Walker - Low tier Founder type Walker, allows packing of small solid bases. - Added Hercul Walker - Torque! Now in industrial amounts! - Made Walkers Robust - damageable by everything except melee. - Added Armored and Heavy legs for Buffalo and Hornet. - Added Armored legs for Stiletto. - Forbid building wings and legs if they're blocked by hanging structures (gun pods, etc.). - Overhauled Walker repair system to encourage repairs out of combat. - Made it possible to only spawn on 1 selected crew Walker. - Added logging out enemy Walkers (to prevent griefing with cheap Walkers). - Increased max Walker crafting level cap to 20. - Made Walker crafting level price increase quicker. - Traveling with a Walker will automatically assign all the crew on board to the Walker Crew.
OASES
- Added Ancient City event map - Unique merchants, new lootsites, new rupu camps, new everything. - Added Flot requirement and cooldown for teleporting to other tiles. - Added 15 minute penalty forbidding spawn on beds and Walkers after teleport. - Redeployment from event maps is now free, to avoid players becoming stuck in them. - Added an option to spawn in the offmap lobby. - Added an option to redeploy from the offmap lobby - No more getting stuck in the queue.
CLANS
- Added a hard clan cap of 50.
BALANCE
- Attack window for claimed oases is now 3 hours. - Buffed Proxy Walker health to 100k. - Increased ammo capacity of Remote Ballista to 20. - Increased yield of high tier tools. - Lowered Cluster Bomb radius and increased weight. - Decreased effectiveness of improvised explosives such as “Nomadness Bomb”. - Buffed Catapult and Small Boulder damage by ~50%. - Made combat timer dynamic based on damage. - All weapons except Beatstick can now damage Soft armor. - All non-base structures with no previous armor rating will now have Soft armor. - Characters now have their own weight, which impacts Walkers they stand on. - Increased Rupu Turret activation time from 15 to 180 seconds. - Made it possible to only have 1 sandbed per player. - Added Hardened Hellfire Bolt - It has Soft armor and burns 3 times faster. - Increased damages to Walkers from all projectiles from 5% to 10%. - Reduced lava damage to Walkers. - Increased HP of all Hullbreaker bolts. - Increased Torque Backpack capacity to 3000. - Buffed Scattershot - Improved aiming, penetration increased, buffed amount of pellets, breaks grappling hook tethers on hit, and more. - Increased stack sizes of all medium and high tier chests. - Decreased water storage sizes of beds. - Increased redeploy cooldown to 12 hours. - Increased redeploy cost to 500 flots. - Removed spawning close to death location. - Made Defensive Tower constructions decay if not built. - Rebalanced costs of ceramic Walker upgrades. - Forbid crafting in Trading Station areas. - Forbid crafting in travel zones and protection bubbles. - Buffed Javelins. - Removed Grappling Hook stun mechanic. - All equipment in the game now has durability - Exception for Grappling Hooks. - Modules have been rebalanced - Some which didn’t see much use during the first season will now be usable. - Lowered effectiveness of “ground ballista” meta. Harpoons shot from a ballista on the ground will have a less durable tether. - Reduced Wingsuit tech cost from 50 to 20. - Increased max quantity of Lifeforce Modules from 20 to 50. - Made Mobility stat increase in cost at high levels. - Made rupu camps respawn slower after looting.
TUTORIAL & FIRST STEPS
- Updated tutorial and first steps. - Improved some tutorial steps (missing text, improper descriptions, etc.).
STRUCTURES & BASES
- Buffed Clay and Concrete bases. - Rebalanced Clay and Concrete structural cost. - Added Stone bases. - Made ammo chest get disabled when netted. - Made Sawblades require torque to operate. - Added Battle Fan. - Added Small and Large Base Walker Packers. - Bases will now decay if they do not have maintenance. - Added Maintenance Chest for bases - Large stack size for all your maintenance needs. - Improved base combat timer to avoid in-combat building abuse. - Added structure renaming. - Added moving/packing mechanic to the maintenance box. - Doors will now unlock at 50% HP. - Unlocked doors can now be kicked open.
ITEMS
- Allowed to unequip grappling hooks. - Buffed Obsidian Flask capacity - Added new Infused Obsidian Flask.
INTERFACE
- Added confirmation to region selection at the start of the game. - Restructured Walker Tech Tree.
CREATURES
- Improved and adjusted Killin behavior all around. - Added Killin Nests as Killin spawn points. - Several fixes and improvements to Nurr behavior. - Several fixes and improvements to Okkam behavior.
POINTS OF INTEREST
- Pyramid POIs will now appear in maps correctly.
FIXES & PERFORMANCE
- Improved performance across the board. - Fixed vitamin requirement inconsistencies for high tier tech. - Fixed quarry issues after server restart. - Fixed various issues with opening/closing wingsuit. - Fixed being able to build Walker constructions on Walkers. - Fixed issues with Hornet Walker wings. - Fixed a bunch of VOIP issues. - Fixed being able to abuse foundations built on different heights. - Fixed all kinds of issues with calculating weight. - Fixed players and exoskeletons standing on sawblades. - Fixed sawblades having enormous containers for some reason. - Fixed Torque Windmill having too large collisions. - Fixed Net Thrower aiming and camera. - Fixed small Walkers sending players to space. - Fixed Walker camera going through stone walls. - Fixed quest packages being tradeable. - Fixed canyon mushrooms eating loot dropped on them. - Fixed lakes eating loot dropped in them. - Fixed sometimes not being able to sell items to merchants. - Fixed exploit with rupu camp clearing quest. - Fixed Nurr leaping forward behavior. - Fixed not being able to disassemble - Fixed Silur Walker Core meshing into terrain. - Fixed some issues with the rupu weapon stick. - Fixed netting issues for various structures. - Fixed sometimes going through things when climbing. - Fixed sometimes seeing wrong combat animations. - Fixed quality spots changing after server restart. - Fixed quality state resetting to 0 on all foliage after server restart - Quality on all resources now persists after a server restart. - Improved performance around lakes. - Improved clarity of some descriptions. - Fixed a crash related to merchant interactions. - Improved performance in a bunch of places. - Fixed broken rupu camp allowing abusing rupu gel harvesting. - Fixed buying too many items from merchants. - Fixed Vitamin merchant sometimes not buying. - Fixed large lootsite chest not requiring Hullbreakers. - Fixed Redwood trees not giving more wood with high tier tools. - Fixed some missing tooltip texts. - Fixed incorrect repeater shooting trajectory. - Fixed wrong sell order max quantity in UI. - Fixed slot auction not showing local times. - Fixed building a ton of Water Bags close to each other. - Fixed building a ton of Clan Flags close to each other. - Fixed some incorrect Tech Tree icons. - Fixed lava collecting sounds missing. - Fixed Silur Walker Core being nettable. - Fixed getting high like planes by kicking with wingsuit. - Fixed chairs pushing players through walls. - Fixed Gun Pod meshing. - Fixed not being able to open doors while packing. - Fixed not being able to ungrapple while packing. - Fixed some more incorrect icons. - Fixed some issues with Killin spawns. - Fixed some missing nibiran ore on hard maps. - Fixed Cluster Bomb sounds making ears bleed. - Improved Gas Bombs visuals, optimization pass. - Fixed missing textures on the Lumbermill. - Fixed Rupu Slings not working after being unpacked. - Fixed issues preventing the player from reeling in and out, and cutting his grappling hook rope, after receiving damage. - Fixed issues with Guard Rail structural part. - Fixed issues with Camelop Walker not pumping lava. - Fixed issues with some ammo not being usable on Gunpods. - Fixed Firefly and Spider Walkers having some upgrades already crafted after being just built. - Fixed being unable to grapple to some parts of Base and Armored Walker Legs. - Fixed being able to bypass rupu turret activation timer. - Fixed several texture issues with lakes on Sleeping Giants map. - Fixed sandiness module calculation. - Fixed fog effects in Pyramid POIs. - Fixed issues with Walker Packing Compartment not allowing to pack small Walkers. - Fixed an exploit allowing to flip on top of the edge of the map. - Fixed a crash related to bombs landing on structures. - Fixed and improved sandstorm visual effects. - Fixed some issues with camera behavior inside Trading Station. - Fixed issues with camera behavior when climbing on structures - no longer clips through them. - Fixed some issues with shadows on specific materials on flags and cloth on Walkers. - Fixed some issues with storage UI for Proxy Walkers. - Fixed some incorrect values on harvesting resources such as mushrooms, small rocks, and more. - Fixed players being able to clip through Walkers when being pushed by Sawblades. - Fixed improper travel messages when Walker is combat tagged. - Fixed duel knockouts disabling claim tax. - Fixed Gas Mask. - Improved climbing animations in general. - Fixed several issues with Cobra Walker - Targeting issues and performance related ones. - Several improvements to the PoI spawning system. - Harpoons got an optimization pass, which should help improve client performance during large battles. - Improved rupu turret collisions. - Fixed some structures being able to push Walkers as if they were weightless. - Fixed animation issue with Advanced Fiberworking Station. - Fixed the first cutscene playing more than once. - Temporarily removed Defensive Tower. - Fixed being able to pull some harpoons from behind doors. - Some fixes for Walker safe logout checks. - Fixed respawn boost module max quantity. - Fixed various VOIP issues. - Fixed creative usage of javelins. - Fixed javelins sometimes not dealing damage.
This round of Community Questions will be a bit shorter, but we’ll tackle more in the Community Devlog at the end of the month! Remember, check out our {LINK REMOVED}Living FAQ to see all the past Q&As we’ve done in these posts, plus our Reddit AMA.
If you have questions you want to ask the devs, join our Discord and look at the latest post in #announcements for a link to the submission form.
Q: Why would you wipe the servers a day before the Shadowlands launch? A: It seemed like the best date for the beginning of a new season, and while some of you, understandably, might prefer to play Shadowlands, our games are not related very closely, so we didn't want to disturb the wipe plans over it. Also, we still have some exciting things we want to bring in before the end of the year!
Q: Why rush the launch onto Xbox? A: We've mentioned that we wanted to bring the game to consoles even before our Early Access release on Steam, so it wasn't a rushed decision. Since the premise of Last Oasis is the big living world where all oases are interconnected, we want to bring as many players as possible into it, and making it available on other platforms is a big step towards it.
Q: What about PlayStation? A: We’re absolutely interested in bringing Last Oasis to PlayStation in the future! Right now, though, we don’t have an estimate for when that will happen. The main reason we chose Xbox as the first console to launch on is because they have Game Preview that’s easy to work with. PlayStation doesn’t have a convenient program for EA games, so it’s more difficult.
We also want to ensure availability of crossplay on every platform as soon as the game is available on them. Our intention is to bring every Nomad together in the same world of Last Oasis.
Q: Who helped with Xbox port? You better not have taken devs away from working on the game to focus on this. A: We partnered with another team to make the Xbox port happen, so none of the PC version development plans were disturbed by it. As you've seen, we've maintained regular weekly patches together with larger updates all this time. Still, we can guarantee that both version will be as fair and close to each as possible.
Q: Since you are releasing on Xbox are there plans to support Xbox controller defaults on the PC version? A: Yes. Controllers will be fully supported on PC alongside an optional controller-specific interface to make sure you have a smooth experience whatever controls you prefer.
Q: If we’ve already bought the game on Steam, will we need to buy it again on Xbox? A: Yes. However, if you simply prefer to play with a controller and already own the game on Steam, we'll have full controller support available on PC as well.
Q: How will Microsoft's certification process for new updates to games affect development? Will the devs be able to react quickly to bugs or unforeseen meta changes? A: Certification doesn't take months, as many seem to believe, so we don't expect any big changes in our development process. What it does mean is that we'll be putting more focus on our internal testing to make sure none of the updates have any immediate critical bugs in them, while all other adjustments and tweaks that might be needed afterwards shouldn't be a problem to add.
Q: When are you putting the game on sale? I want to buy it now that the wipe is happening. A: There’s policies in place through Steam where we aren’t able to announce sale dates early, but you can check when sales happened in previous years to get a rough idea.
COMMUNITY FEATURE
If you haven't been around since the end of Season 1, BenJMinotaur has made a pretty cool video about the highlights of the latest updates coming into Season 2, aka the Commerce Update. If you'd like to see more of his content throughout S2, or have any other questions, you can find him on Twitch.
We’re doing one last content push to the Beta Branch before everything is brought over to the main servers during the wipe this Sunday (which happens at 5 pm CET / 11 AM ET).
This post is just going to cover what’s in this push, and we’ll have a more in-depth post on Sunday.
To repeat a few important points:
-This is a full wipe of the main server and private servers.
-BB will be closed for the time being, but will open again in the future.
-Season 2 does not mean a full release. Xbox is also not a full release.
This week, alongside many other additions and improvements, we’re introducing a Small and a Large Base Walker Packer - allowing you to pack small Walkers and Walkers of any size respectively. They can be built only in bases due to their structure and should allow for more convenience and utility when owning a base, both for switching between Walkers and when moving to another oasis.
CHANGELOG
BASE WALKER PACKERS
- Added Base Walker Packers - Small and Large, allows players to easily organize Walkers on their base. (Prototype model at the moment!)
STRUCTURES & OASES
- Improved Stone structural parts, now they actually look pretty. - Increased max duel wage - now you can lose up to 10.000 flots in a single duel! - Made doors open at 50% health and kicking them out. - Every meaningful action will refresh Trading Station protection.
WALKERS & TRAVEL
- Traveling with a Walker will automatically assign you and your crew to the Walker Crew. - Added an option to redeploy from the off-map lobby, to avoid players being unable to enter oases due to long queues. - Added warning in UI for players packing Walkers (removes the Walker from Favorites). - Added logging out enemy Walkers. - Forbid crafting in Logout zone and protection bubble.
BALANCE
- Buffed Proxy Walker health to 100k. - Buffed Catapult and Small Boulder damage by ~50%. - Decreased effectiveness of improvised explosives such as "Nomadness Bombs". - Rebalanced several Walker modules, and fixed some that were simply not working as intended. - All equipment items have durability now. - Buffed javelins. - Increased ammo capacity of Remote Ballista to 20. - Restructured Walker Tech Tree.
PLAYERS
- Improved climbing animations in general. - Improved camera behavior inside Dueling Arena. - Removed grappling hook stun.
FIXES
- Fixed rupu turrets no longer working after unpacking. - Fixed loophole to rupu turret activation timer. - Fixed several issues with Cobra Walker - Targeting issues and performance. - Several improvements to the PoI spawn system. - Fixed issue with Sandstorm effects on Volcanic biome. - Fixed Camelop Walker not pumping lava. - Fixed some issues with ammo not being usable on Gunpods. - Fixed being unable to grapple some parts of Armored and Base Walker Legs. - Harpoons got an optimization pass, which should help improve client performance during large battles. - Optimized bomb effects. - Fixed incorrect rupu turret collisions. - Fixed Scattershots being able to push Walkers as if they were weightless. - Fixed respawn timers for some Wandering Merchants in the Ancient City event map. - Fixed Founder Walker Core health not being in sync with the Walker itself (Silur and Balang). - Fixed Killins not respawning properly. - Some fixes to animations - Not all fixed yet. - Fixed a small passage in which players could get stuck in an Ancient City event map. - Fixed gas mask. - Fixed duel knockouts disabling claim tax. - Fixed animation for Advanced Fiberworking Station. - Fixed camera clipping through structures when climbing. - Fixed crash caused by chalk bombs hitting structures.
Well, Nomads, the day has finally arrived: We’re announcing the date for wipe, plus sharing our plan for Xbox release!
XBOX RELEASE
Since our Early Access release back in March, we've been showered with requests to make the game available on consoles and today we're finally ready to announce that by popular demand, Last Oasis will be coming to Xbox One as well as the next generation Xbox Series X and Series S in Q1 2021.
More so, the game will support cross-play from day one, allowing everyone to play together regardless of the platform on both official and private servers. Whether you prefer keyboard and mouse or a trusty controller, you'll be able to experience the game equally and with fully synchronized updates across the board.
We'll keep you updated on the details of the Xbox release as it's getting closer. Feel free to ask any questions you have meanwhile and we'll try to answer them as soon as we can!
SEASON 2 AND WIPE
The question we’ve gotten the most since releasing the BB has been “When is the wipe??”.
Today, we’ve got an answer for you: this Sunday, November 22nd at 5 PM CET!
That’s right, in less than a week, we’ll be bringing the changes from the BB over to the main branch, officially starting Season 2 of Last Oasis!
We’ve mentioned in the past that this will be a full wipe, both of the official and private servers. Beta Branch will be closed for the time being, but we'll likely bring it back later on, as it proved to be very useful when it comes to testing and feature iteration. As promised, private servers will also be allowed to host multi-tile realms once the update is live.
This will be a very large update, so extended server downtime might be expected on official as well as private servers. We'll try to maintain the experience as smooth as possible following the wipe, and will do our best to adjust the number of tiles on the fly. Please let us know if you find any issues at the start of the new season and we'll address them as soon as possible. The fastest way to reach us is through our Discord. If you haven’t joined it yet, we encourage you to do so!
If you plan on using up your existing resources in a blaze of glory before they’re gone and have some fun, be sure to share videos or screenshots with us!
COMMUNITY QUESTIONS
We aren't answering any community questions in this post, but definitely ask through the form in #announcements on Discord and we'll try to answer anything critical ASAP!
You can always find answers to community questions on our {LINK REMOVED}Living FAQ.
This week’s content push introduces another new Walker: the Balang Walker!
Base decay is now active, so make sure your Maintenance Chests are filled!
CHANGELOG
BALANG WALKER
- Added Balang Walker.
OASES
- Added dueling arena to Trade Stations.
STRUCTURES
- Added structure renaming. - Added moving/packing to the maintenance box.
BALANCE
- Overhauled all the loot in Ancient City. - Made scattershot hits ungrapple players. - Made Defensive Tower constructions decay if not built. - Rebalanced costs of ceramic Walker upgrades. - Reduced free redeploy cooldown from 24 to 12 hours. - Increased claim vulnerability window from 1 to 3 hours. - Rebalanced costs of all Clay and Concrete base structures. - Made empty Founder Walker cores require maintenance.
FIXES
- Fixed VoIP. Definitely. - Fixed chairs pushing players through walls. - Fixed Gun Pod meshing. - Fixed not being able to open doors while packing. - Fixed incorrect Hercul Walker icon. - Fixed some issues with Killin spawns. - Fixed some missing nibiran ore on hard maps. - Fixed Cluster Bomb sounds making ears bleed.
- Broke animations while optimizing. Fixing. - Optimization all around.
BALANG WALKER
Balang Walker is a Founder Walker type, similar to Silur. It's the first tier of Founder Walkers that allows nomads to feel safe in a small stone base and bring it with them on their journey early on. It functions similarly to Silur, but allows it to pack much smaller bases and can be powered by simple wings rather than requiring torque to move.
COMMUNITY QUESTIONS
Got something you want to ask the devs? Join our Discord and check #announcements for a link to our submission form! To see what we've answered in the past, check out our {LINK REMOVED}Living FAQ.
Q: Will you be adding more PVE challenges such as smaller sand worms to keep players lively and out of the map corners? A: We've got lots of ideas for more PvE content in that vein, so they're definitely coming. More developed rupu interactions, new types of encounters, more meaningful camp raiding, new kinds of monsters and animals to hunt, more quests, and so on. Small worms back from early beta might also have a comeback in a revised form.
Q: Why is your new content taking away from the best part of the game which is the melee combat, rather than improving and expanding upon it? A: As we've mentioned before, it might seem like this because Early Access development is very incremental and some features just come out before others. We're actively working on melee combat as well as all other features you've seen coming out. When it comes to melee-related features, we're currently working on stat rebalances for the majority of weapons and armors, adding usable nomadic shields, looking into expanding on character progression, and considering many more additions and improvements.
Q: Will the ability to enter first-person while driving Walkers return at some point? A: Definitely. It had to be temporarily disabled due to the changes in the Walker camera, but we'll be bringing back the option to switch between the two. Q: Are you going to balance the wingsuit? A: We're bringing durability to all equipment in the Beta Branch, so wingsuits will be naturally balanced by decaying on death, as now they're practically never lost. We wouldn't want to make the experience of using a wingsuit itself worse though, but we've been considering potential cost changes.
Q: Will other continents (i.e. Africa) ever get designated servers? A: At the moment we're covering every continent with the official servers except Africa and Antarctica and if we see enough interest from players in those regions, we'll definitely consider adding servers there as well. If any of the current regions get very large playerbases from more specific areas, say Russia or Central America, we could consider adding servers there as well.
Q: Will you increase the spawn rate of hard maps? A: The rate at which maps are spawned is automatic for the most part, so it will increase naturally as more players start playing in a specific region. We're definitely still not set on the number of maps per amount of players and specific settings for different map types, so we'll continue tweaking them until each oasis is constantly active, but not overcrowded.
Q: Why did you implement base maintenance, especially for Silur bases, since this adds an ongoing chore to the game? Isn't the burn mechanic already in place to prevent cluttered persistent servers? A: There were multiple reasons for us to try this feature on the Beta Branch. A simple one is to prevent base and foundation spamming, as it was very cheap and easy to just block off areas on the map. Another is that we've significantly increased the burn times, and since bases now play a much more significant role, maintenance allows balance and finetune it a much more precise degree. Since this feature is still on BB though, it's very possible that there will still be changes and adjustments.
This week, we’re introducing the new Ancient City event map, plus the Hercul Walker!
CHANGELOG
OASES
- Started spawning Ancient City event map.
WALKERS
- Added Hercul Walker - Torque! Now in industrial amounts! - Made it possible to only spawn on 1 selected crew Walker. - Increased max Walker crafting level cap to 20. - Made Walker crafting level price increase quicker.
BASES
- Added bases decaying without maintenance (starting early next week). - Added Maintenance Chest for bases. - Improved base combat timer to avoid abuse (walls, floors, etc.).
CHARACTERS
- Increased redeploy cooldown to 24 hours. - Increased redeploy cost to 500 flots. - Added an option to spawn in offmap lobby. - Removed spawning close to death location.
BALANCE
- Added Hardened Hellfire Bolt - Soft armor and burns 3 times faster. - Increased damages to Walkers from all projectiles from 5% to 10%. - Reduced lava damage to Walkers slightly. - Increased HP of all Hullbreaker bolts. - Increased Torque Backpack capacity to 3000. - Slightly buffed Scattershot. - Increased stack sizes of high tier chests. - Decreased water storage sizes of beds.
COMMERCE
- Added Modules Strongbox to auctions. - Added hatchets to Tools Strongbox. - Made World Map show best prices for trading. - Made trading station menus clearer. - Removed quick selling from trading station.
FIXES & OPTIMIZATION
- Improved performance in a bunch of places. - Fixed broken rupu camp allowing abusing rupu gel harvesting. - Fixed buying too many items from merchants. - Fixed Vitamin merchant sometimes not buying. - Fixed large lootsite chest not requiring hullbreakers. - Fixed Redwood trees not giving more wood with high tier tools. - Fixed some missing tooltip texts. - Fixed incorrect repeater shooting trajectory. - Fixed wrong sell order max quantity in UI. - Small improvements to VOIP. Working on it. - Fixed slot auction not showing local times. - Fixed building a ton of Water Bags close to each other. - Fixed some incorrect Tech Tree icons. - Fixed lava collecting sounds missing. - Fixed Silur Walker Core being nettable. - Fixed getting high like planes by kicking with wingsuit.
HERCUL WALKER / ANCIENT CITY EVENT MAP
Alongside a new way of efficient torque generation via the Hercul Walker and a brand new Ancient City event map, full of new lootsites, rupu camps, and merchants, we're also introducing some experimental changes to BB this week.
Most important one to mention is that all bases will now decay over time if not maintained. If you have a base that you want to properly use, you'll need a Maintenance Chest and a steady supply of resources to it. Depending on how large your base is and what's it made of, you'll need different quantities and types of resources.
PLEASE NOTE: Bases will NOT start decaying until early next week to allow you to build Maintenance Chests and properly fill them. Do it as soon as possible!
COMMUNITY QUESTIONS
Remember to join our Discord and submit your questions to the devs through the form in #announcements! Keep the questions coming, but be sure to check out our {LINK REMOVED}Living FAQ before submitting!
Q: Do all the current Walkers fit into the roles you envisioned for them, or are you planning any changes to them? A: As the game changes and new features get introduced, some older concepts and mechanics might get outdated or not fit into the meta with their balance, so changes to current Walkers is definitely always on the table. It would more likely be adjustments rather than full overhauls though, as, at this point, we might as well add a fully new Walker.
Q: Have you considered not having a trade station in every map that spawns? This would concentrate activity to certain markets and make claiming certain tiles much more lucrative (perhaps having these trade stations in medium tiles?) A: It's an interesting idea that we'd love to explore, but we'd like to approach it a little "softer" than fully removing stations from some oases. That alone might make some of them either too useless to be visited or so popular that there will be hundreds of players constantly trying to get in. Instead, we'll think about ways of making either trade stations or oases themselves more unique from each other, so each has a value, but it's a different value for every player based on their own playstyle.
Q: Have you considered evolving the Cradle Server experience, or even having PvE zones where less experienced players can stand more of a chance to experience the full content of the game? A: Expanding the cradle gameplay is something we would definitely consider if there are significant changes to the early mechanics of the game. Early gameplay is something we all really enjoy in the team, especially the intricate starting oasis and how it navigates you towards interesting places around the map. We've been considering some ways of incorporating the map itself or some form of it into the later game, so you might see it again some time with a little twist.
When it comes to pure PvE experience though, we still have no plans for introducing it to the official servers other than, possibly, with non-combat maps like the Flotilla in the future. Last Oasis is a PvP game with PvE elements, and while we value those PvE mechanics highly, as they diversify the game and provide more things to experience, disabling PvP would be like removing Mario from Super Mario.
Q: As a starting point for the future, have the changes to the trade system been working as well as you had hoped? A: With all the new Commerce changes, trading has been going really well with the current population. It takes some trial and error to finetune the values, as we've seen rapid inflation for example, so we've been doing it with the updates on the Beta Branch to have a more stable economy once it's available on the main branch. Overall, the economy still continues to grow as we monitor the market, so it's been a very positive change so far. More players try to get into it by undercutting their competition, personal trading (tax evasion!!) is spreading, and so on.
Q: Will the Flotilla / Sandworm be released in the Beta Branch or is that a project that’s still in the making? A: Current Beta Branch is mainly used to test changes related to Commerce and some more experimental meta changes, so it will be put on the main branch as soon as those are properly balanced and tested. Other large additions like the Sandworm or the Flotilla might also be put on the Beta Branch before they're available officially in the future.
We’d like to remind you that all the changes on the Beta Branch are experimental and in relatively early states, so it’s entirely possible that there will be significant changes to one aspect or another before the update goes live on public servers. We’re constantly reading your feedback and discussions, and checking statistics on everything that’s going on in the game to potentially balance or even overhaul some of the features.
There’s some exciting things coming in November and beyond, and we can’t wait to share more soon!
To kick things off, we wanted to say Happy Halloween, Nomads! We have two treats for you:
First, Last Oasis is available for 34% off until November 2nd!
Second, we have a new narrative cinematic to share: Possession.
Jakub, our video editor, made this just for fun. It is not a teaser related to development.
Some Clarifications
Performance, Lag, and Other Unpleasant Things
To clarify once again why you might experience more stuttering on BB than on public servers - we're using a development version of servers that allows us to test and profile them at any time. Unlike the version that public servers have, this one is much more performance heavy on average, but it means that we can identify and fix issues much easier, which helps with iteration speed and will ultimately bring the Commerce Update to public servers sooner and in a more stable state.
We're currently focusing on many aspects of optimization overall and we're confident that there will be a noticeable difference between the current public version and the one coming with the wipe. After that, we're still planning to continue optimizing over time to make sure the game runs as stable as possible on the majority of hardware.
Clan and Tile Caps
Regarding the clan/tile caps, we're still assessing their impact on the game during BB. We've had an overwhelming amount of requests to add clan caps in the past, and while we weren't convinced on paper that they'll solve all the issues, we decided to try them out, since it's a testing Beta Branch. When it comes to hard tile caps though, while they might have a larger impact on the zerging issue itself, it would likely introduce significant issues to the travel, make queues much more punishing, and in general cause many additional problems. That said, we're still considering different options and collecting more information on how the current solutions actually affect the game, so it's possible there will be some changes coming in the future.
BB and Private Servers
Private servers will be getting the Commerce Update and all other changes from BB as soon as they're available on public servers. Together with those, all private server owners will be able to host multi-tile realms at the same time.
This week: Our Merciful Lord and Savior, pogosan, Blessed be His Name:
We’ve seen a lot of positive feedback so far regarding the changes to the game meta introduced with the Commerce Update, but also quite a few questions about the gameplay intentions behind some of them. While we wanted to give you time to experience all the changes on your own for the first week of the Beta Branch, we’d like to explain some of the ideas behind the two most significant balance overhauls that we didn’t mention in the original Commerce post.
Bases and the Silur
One of the biggest shifts in the meta that occurred due to the Commerce changes must be the gameplay surrounding bases. By making it possible to build a home you feel secure in early on, many decided to invest in a base and store some of their belongings there.
The idea behind making bases a more viable option in a moving world revolved around multiple problems we’ve seen in the game. The main one was such a heavy focus on the edge gameplay, where a large portion of the game happened in the travel zone, as it’s much safer and every player would have banking Walkers there at any time to conveniently use. This resulted in tedious and boring interactions that didn’t require much thought or had any potential consequences. Other issues included most of the oases being always empty and lifeless, as there were no man-made structures around, and, as a side effect, almost every possession in the game was always safe, making exploration rather boring.
With the introduction of the Silur Walker, allowing packing of solid bases and moving them when oases decay, and affordable stone base structures, it is now much more convenient to have at least some form of a base deployed in the oasis. Even though it’s somewhat less secure than banking everything in a lobby, it’s a tradeoff of a little bit of security for convenience of having a place to spawn and store your loot right in the gameplay area. That results in the world being much more diverse and interesting to explore, since each oasis will now have unique bases and structures all around it. Some might be fortified and not worth attacking, some have glaring security issues, allowing to steal some things. In the end, it’s more convenient for everyone who wants to store things closer to where they play and more fun for those who want to try to attack it.
When it comes to balance of solid bases though, we’d like to achieve situations where they’re sieged only when attackers have a good idea that it’s worth the loot inside. If there’s a 2x2 stone box with a firefly nearby, it’s better to leave whoever is inside alone, as it’s likely just some wood and fiber, but if there’s a fortress with Cobra Walkers on alert, it might be a good idea to try to get inside.
Walker Combat and Farming
Another significant change that came with the Commerce Update is making all Walkers less sturdy, allowing to damage them with any kind of a projectile or even the environment itself. While hullbreakers still remain the obvious choice for battles due to their high damage over time, now every shot in a battle counts, which goes both ways.
What this change means is that every Walker engaging in a battle will likely be damaged and, potentially, destroyed. Whether it’s a small Mollusk going about its day farming bone or a large war Falco attacking it for some loot, both will likely end up with damages that need to be repaired and accounted for.
With the meta formed in the previous balance, it was clear that those with more resources will always have the means to pirate Walkers, no matter how much more difficult it is to obtain hullbreakers. While the new balance ideology doesn’t address this specific part, what it does is it puts the pirates at risk as well, no matter how well-defended their Walker is or how much ammo the nomad being attacked has. There will almost always be some losses on the side of the attacker, and the more they attack, the higher the risks.
The changes to the combat timer and the Walker repairs play hand in hand with the Walker balance overhaul as well. Combat timer makes it more dynamic based on how serious the attack is, while the new repair system encourages careful planning before a battle, as you won’t be able to repair your Walker until after a battle is fully completed and you’re able to stand still for repairs.
Since Walkers are essentially more vulnerable now and are likely to be lost more frequently than before, harvesting balance has been changed as well to accommodate rebuilding Walkers more often. While it won’t be noticeable early on, as low tier tools still harvest similar amounts of resources, once you start progressing towards larger Walkers, requiring more structures on deck, and have more items to lose, higher tier tools will provide much larger quantities of resources, allowing you to rebuild quicker and get back to your regular activities.
Remember to join our Discord and submit your questions to the devs through the form in #announcements! Keep the questions coming, but be sure to check out our {LINK REMOVED}Living FAQ before submitting!
Q: Will there be new mechanics added to the combat system? A: As we've mentioned in the Commerce Update post, we're currently working on a melee shields mechanic, which should provide some more diversity in combat. We're also considering some other features regarding that like new moves for nomads during combat and unique attacks for different weapon types.
Q: Why add the 3 day period where you are unable to join a clan after leaving one alongside adding a 50 man cap? A: The main reason for this is to prevent switching between clans to avoid soft cap penalties and other potential clan system abuses. That said, we'll likely make this mechanic somewhat less punishing pretty soon.
Q: Are you thinking of adding any color blind settings? A: Definitely. We'd like to add as many ease of access settings as we can to accommodate all kinds of players in the future.
Q: What sort of content do you have planned for small groups/solo players? A: To add to what we already have in the Commerce Update, we'd love to make quests and other similar mechanics something that solo players and small groups can excel at more than large clans, essentially fueling the economy together with those large clans, who instead focus on wars and territory control for the most part. In general, we want to separate goals of different types of players to avoid confrontation between them, while encouraging symbiotic gameplay.
Q: Will the Main Branch wipe be a full one? When is that going to happen? A: Yes, the main public branch will have a full wipe like we've announced before. It will happen once we're happy with all the changes and balance on the Beta Branch that we're doing at the moment. As we've estimated at the start of BB, it will likely take around a month of time in total.
Q: Could you add an option to leave the queue from a full server to return to your previous server? A: Improvements to the queue system, including leaving the queue, are something we're working on right now and it will be available in BB before the wipe.
Q: Will private servers get multi-tile access before or after the commerce update phase testing? A: Both the Commerce Update changes and multi-tile realms will be available on private servers as soon as they come to the public servers after the testing period.
Q: Can we get community events or play against devs at some point? A: We can definitely look into community events in the future! As for playing with the devs, you may have already played with them and not known :eyes:
Q: How about introducing a leaderboard at the trading station? The clans that put the most proxy, burned them, or own a large number of oases? A: We were mostly considering leaderboards for individual players, as clans are very often dynamic - they split, combine, dissolve, and so on. It even happens that a clan that once started with a group of players will change their roster so much that it'll be a completely different group, so any kind of statistics for a clan could be quite misleading. We'll definitely consider it though, and try to find a good solution.