Last Oasis - not_so_gladiator
NOTE: We're still working on VOIP and will let you know as soon as it's ready.
As we said, it won't require a new patch to enable it.

CHANGELOG

GAMEPLAY

-Exosuits should no longer have warp speed enabled. We will continue to monitor gameplay around Exosuits, now that they should be working as intended, in order to understand if more gameplay and/or balance related changes are needed.
-Fixed Rupu Slings shooting and aggroing players from massive distances.
-Fixed getting stuck during climbing. We’ll continue to monitor this in case other issues show up.
-Added more Hull Hardening modules to Ancient City event map small loot. This can be found in the ruins near the center of the oasis.
-Quality nodes should now work properly, but it’s very likely all previously known quality locations will change position across all maps.

STRUCTURES & BASES

-Fixed several collision checks to avoid glitching through walls.
-Fixed not being able to complete some constructions when near a friendly Proxy Walker.
-Fixed Exosuits being able to shoot through some walls.
-Fixed being able to launch Firebombs through some walls.
-Fixed some weapons being able to hit objects through some walls.
-Giant Wall Packers can no longer pack anything but Giant Walls and related parts

WALKERS & TRAVEL

-Improved the ability for Walkers to destroy foliage without losing as much speed.
-Fixed an issue which would sometimes not allow players to man Spider Walker with Ballista’s ballista.
-Hornet Walker no longer floats after being destroyed.
-Walker levels upgrade can now be crafted one at a time, in order to avoid issues where players would not have inventory space for all the required resources.
-Forbid placing more than two Remote Ballistas on a Walker. This is done in order to further combat “driver cages”.
-Walker Water HP bar and mechanic has been removed.
-Toboggan and Falco Walker should no longer dance on sharp hills.

OASES & POINTS OF INTEREST

-Lava in volcanic biomes should no longer be able to damage through the landscape.

MOBS

-Fixed Rupu Sentinel and Rupu Shaman behavior.

SOUNDS

-Fixed an issue where some explosion sounds would continue to play if the explosion happened inside a container, without destroying the container itself.
-Fixed sound issues when Walker Weapons would rotate toward players.
-Fixed Net Thrower sound not fading out when unmanning or destroying it.

INTERFACE & TEXT

-Fixed issue where players would not be able to take Iron Ingots out of Lumbermill inventory.
-Fixed not being able to pick up Advanced Hatchets from the ground.
-Advanced Hatchets now have their own unique icon.
-Added text for Giant Wall Packer wall limit.

FIXES & IMPROVEMENTS

-Fixed crashes related to packing close to a Proxy Walker.
-Fixed obsidian related crashes.
-More network optimizations for Walkers.
-Fixed an issue where players could get stuck in kick action.
-Further optimization for Rupu Slings and Walker Climbers.
-Optimized meshes for Scattershot Gun.
Last Oasis - not_so_gladiator
This patch is focusing on fixes, balance, and improvements.

We're currently in the process of switching the VOIP service, which should fix all the existing issues and prevent new ones in the future. At the moment though, it had to be disabled to finish the setup. Once done, there won't be a need for a new patch, just a quick server restart, so no downtime. Shouldn't take more than a few days.

Just to get some things out of the way: there won’t be a January community devlog or a Q&A in this post. There’s enough to read through as-is! If you have something you’d like to ask the devs, head over to our Discord and check out #announcements for a link to a submission form.

CHANGELOG & QA NOTES

Some Backstory

The ability to ignite containers in order to create an explosion, using the exploding types of ammo (such as Cluster Bombs, Fire Bombs, etc), or resources which can also explode (such as Lava Fuel), is a mechanic that dates back to the time we released the Volcanic Content Patch. Initially, it was designed as a way of countering War Walkers which were loaded with explosive ammunition, but somewhere along the way, creative Players figured out ways to weaponize this.



How it Works, What We’ve Changed

Although this mechanic will remain in the game, we have once again done a new rebalance pass, optimized and improved the visual effects, and made sure that there is at least one effective counter against them.

The way the mechanic currently works: explosive ammunition or ignitable resources can be detonated if inside a container. The amount of resources plays a major role on the achievable damage output, although it is limited to an extent, for obvious performance and balance reasons. When a container is severely damaged with fire damage, it will eventually catch on fire, and be ready to detonate all the bombs and other ammo inside (which can also cause gas to spill out of the container), and create an explosion damaging anything in its proximity, as well as possibly setting off more detonations if containers with explosives are nearby.
When a container is set to detonate, it’s possible to extinguish the fire, and prevent the detonation altogether.

GAMEPLAY

-New mechanic addition: It’s now possible to track enemy Poaching Huts, which temporarily reveals the location of other Poaching Huts owned by an individual, or a clan in the Oasis. It will only reveal Poaching Huts owned by the clan you tracked. Greed never pays, Nomads.
-Mechanic rebalance: Ignition mechanic (also known as improvised bombs) has been rebalanced. The general effectiveness of these improvised explosives has been reduced. The time to ignite and detonate explosive materials inside containers has been increased.
Small containers are the easiest to fuse, but also the easiest to extinguish. Large containers are harder to fuse, but also harder to extinguish with water streams. The time window to ignite explosive materials inside Walkers has been reduced, but it’s harder to fuse them. Bigger containers and constructions in general are much harder to chain-detonate.
-Ignition mechanic has been updated to also include gas clouds spilling out of containers when they are affected by nearby explosions, both inside the same container, and from outside. All types of gas should work here.
-Added the ability to extinguish containers which are going to explode due to extreme fire damage. Hose station water stream can now extinguish the flames on an ignited container, if used in time.
It is also possible to pour water on containers which have explosive materials inside, which will shield them from incoming fire damage which would otherwise ignite the materials inside the container. It won’t last forever, but it’s one way to make sure your favorite bombs don’t all go away in a show of fireworks… On your own Walker.
-Mechanic rebalance: Gas has been reworked so that it now works as a status effect applied to the Player. This means gas damage can no longer stack with more bombs fired on one location. This allows us to both work out better performance for gas bombs in general, but also be able to better balance this mechanic.
-Grappling hook: When hit by a melee attack, your grappling hook will now detach.
-New mechanic addition: Added Player combat cooldown. When a Player is attacked by another hostile Player, they will no longer be able to leave the Oasis. Player combat cooldown does not affect Walkers attempting to leave an Oasis (this means a Player can be in cooldown, but if the Walker he is on isn’t, they can leave).
-Allow throwing weapons to be equipped in both weapon slots.

TRADING STATION & QUESTS

-Fixed an issue which would cause the same quest to be generated many times in the same Trading Station.
-Fixed an issue which would cause the Trading Station to generate quests for an Oasis which was not yet available for travel.
-Fixed anonymous tiles streamer function not working for Scout quests.
-Fixed price display for sell orders - Should no longer display “you will receive” when spending Flots.
-Trading Station protection timer should properly reset for both duelists now.
-Fixed Players being able to loot Players in specific situations, after duel ends in Duel Arena.

BALANCE

-Items inside Obsidian Canister and Obsidian Pot cannot be ignited in order to create an explosion.
-Fire Bolts, Hellfire Bolts, and Hardened Hellfire Bolts can now all be detonated.
-Slightly reduced Explosive Bolt and Fire Bomb explosive power.
-Heavily reduced Floating Bombs explosive power. They were truly broken for their recipe cost.
-Added Hull Hardening Module - This new Walker module will protect against all kinds of damage, with the exception of ammo which deals vs.Reinforced type damage (that being Hullbreaker type of ammo, such as Fire Bolt, Hellfire, and other Hullbreaker ammo types). This new module will only be available in the Ancient City event oases.
-Firestone Kopesh has been rebalanced to better fit it’s tier. This one was a bit OP.
-Baskwood Armor has also been rebalanced to better fit it’s tier. It was also quite OP.

STRUCTURES & BASES

-If a mannable weapon or interactable structure is not facing the proper way toward the Player attempting to man it, it will now turn in place automatically when the Player interacts with it. It will not be possible to enter the mannable structure or interactable, until the turning operation is completed.
-Made mannable support for Scattershot Gun a bit more restrictive, so that Players are no longer floating alongside Walkers when manning Scattershot Guns.
-Remote Ballista and Exosuit aiming reticles should now work as intended. *happy sniper noises*
-It’s no longer possible to build Giant Wall Packers on Walkers.
-It’s no longer possible to build on Giant Wall Packers.
-Battle Fan “flamethrower” mode can no longer damage Players and mobs through any objects, including but not limited to Walkers, structures, terrain assets, etc.
-When a container has been ignited and is going to detonate, it will have a combat timer. This is to prevent the owners from disassembling it and preventing an explosion.
-Fixed not being able to place Iron Ingots in Lumbermill input, which would disallow the crafting of Reinforced Planks.
-Fixed not being able to store Reinforced Hellfire Bolt in some containers.
-Increased building distance for Giant Walls to fix some placement issues where Players could not reach it.
-The Defensive Tower has been moved to the Defenses category in the Building menu. It has not yet been fixed, so for now it remains unavailable to be built.
-Fixed incorrect rotation of Exoskeleton repeater gun.
-Crane and Kite now have proper building checks.
-Structures and Walkers which are being unpacked now behave as regular structures, disallowing unpacking/building nearby.
-Fixed Furnaces not being locked by default, as other crafting stations and containers are.
-Improved snapping for Barrier Base and Barrier Plank.
-Added more spawn positions on Beds.
-Fixed an issue which would cause Player movement to be tied with Kite when grappling to it, and then using a Wingsuit.
-Walker Climbers should now have proper building checks.
-Rebalanced recipe cost of Barrier Base, Barrier Gate, and Barrier Plank.
-Lowered Toolpod interaction distance.
-Fixed transferring items through walls. This should also fix the issue where player loot would appear on the roof of a base, instead of where they died.

WALKERS & TRAVEL

-Added a new Equipment Selection interface when respawning on a Walker. This will allow you to select the equipment you will spawn with, from your Walker’s Gear storage.
-When traveling to an oasis, if the protection bubble disappears automatically (by timeout), the entire travel party will be transferred off-map. This change is done in order to prevent situations where Walkers will in fact enter the map, but all Players are unable to reconnect, or a part of the crew is unable to reconnect. If the protection bubble disappears because the Walker inside has moved outside of it, nothing will happen.
-Fixed Weightless Module effect not being calculated when travelling with a Walker. Should now work at all times, without needing to unpack and repack the base.
-Fixed some structures pushing Walkers as if they were weightless.
-It’s no longer possible for enemy Players to build too close to a deployed Proxy Walker.
Cobra Walkers should now properly target nearby enemy weaponry, both on Walkers and on the ground.
-It is no longer possible to hide under Falco Walker wings in order to sneakily destroy them, without being able to take damage.
-Walker Part (Wings, Legs) lifetime has been reduced from 30 minutes to 3 minutes. This is done in order to avoid issues where Walkers and Players could sometimes get stuck under/in them.
-Stiletto LODs are now a little bit less aggressive at shorter distances.
-Construction supports for Walkers should now disappear after an hour.
-Fixed Hornet Walker Heavy Wings not showing wing power in the tech tree.
-Hercule Walker now has proper type for Walker levels.
-Proxy Walker water container now unlocks when below 50% HP.
-Buffed Titan Walker’s water storage. Previous values were 180 water Wood, 360 Bone, 750 Ceramic, and 1800 Iron. Updated values are 210 Wood, 450 Bone, 1050 Ceramic, and 2100 Iron.
-Improved Titan Walker’s movement. Player feedback on this would be greatly appreciated in case more changes need to be made.
-Fixed incorrect Wing Power comparison on Balang Walker.
-Fixed an issue which would cause Player movement to be tied to Walker movement when grappling from a Walker and using a Wingsuit (also without Wingsuit).
-Fixed Walker Leg animations not playing when large Legs moved at low speed (such as Panda Walker’s).

OASES & POINTS OF INTEREST

-Reduced eclipse duration to 3 minutes (down from 10). We noticed there is very interesting gameplay to be had during the eclipse, especially during the start of it. There are many tactical decisions to make during large clan fights which at some point or another will involve an eclipse. But, Players have given us feedback that it quite simply lasts too long. During the start of the eclipse, especially in the middle of a large battle, it’s something exciting that can sometimes change the tide for one side or another. Until it simply overstays its welcome.
-Updated old lootsites in starting Cradle oases.
-Updated visuals and LODs for crates on lootsites, for improved visibility and lowered performance impact.
-Fixed some geometry issues in oases, such as random spikes coming out of the ground, and deep holes through roads.
-Improved landscape on volcanic biome oases to better blend with the lava lakes.
-Rupu Camps now have their very own submerging functionality, instead of a really crazy physical destruction.

MOBS

-Fixed several issues with Killins being unable to land on their nests..
-Improved Killin landing behavior on nests.
-Improved Killin targeting behavior when around their nests.
-Attacking a rupu should now properly interrupt their taunt behavior, and trigger an offensive response.

VISUALS

-Updated explosion visual effects: LoDs, radius scaling, and different trail materials and fading have all been improved. Explosions should have higher resolution, and now be much less noisy.
-Various improvements to fire related visual effects (burning, objects on fire, etc).
-Updated camera shakes from explosions.
-Improved decals alignment on explosions, when hitting against angled surfaces.
-Improved lights and shadows for torches, campfires, and other light sources.
-Updated Advanced Hatchet asset.
-Fixed Mollusk Medium Wings visuals when retracted.

SOUNDS

-Fixed Heavy Walker Legs having no walking sound.
-Added new explosion sounds, for the improved explosion effects.

INTERFACE & TEXT

-Made gathering pouches have priority over normal Player inventory, when moving items between inventories, and harvesting resources. A similar behavior should also occur with other backpacks, etc.
-A confirmation message will now appear when kicking clan members, or choosing to leave the clan.
-Torque color on Walker Hud should now be readable.
-Fixed Discord Logs Integration and Clan Bank widgets showing up when in Ownership Editing mode.
-Improved clan color display on World Map, in particular when the clan color has dark tones.
-Improved clan color display on Player name widget. All clan names and colors should now be perfectly readable.
-Fixed some missing backgrounds in module icons.
-When spawning with no water in the Walker, there will be a warning message letting you know no gear will be equipped.
-Fixed typos in Giant Walls description.
-Slots bidding input display has been tweaked to allow for a larger amount of characters.
-Removed an old “Take all” invisible button. Someone actually found it.
-Improved icons on Respawn Menu.
-Tweaked descriptions of Concrete Structure parts. Fixed some naming issues.
-Removed contextual opening of world map instead of local map when at the travel zone.
-It’s now possible to rebind the Wingsuit open key.
-Mouse smoothing setting changes now persist.
-Fixed incorrect icons of vitamins.
-Fixed very large interactable distance on downed Players.
-Fixed incorrect interactable text on torque windmill.
-Fixed several localization issues.
-Fixed clan emblem showing up in different color at creation of clan.
-Improved readability of spawn options in Respawn Menu.

FIXES & IMPROVEMENTS

-Fixed players becoming invisible in manned weapons in some specific situations.
-Fixed several explosion related crashes.
-Improved backend handling when an oasis is full, to avoid kicking if Players time out or take too long to connect.
-Fixed Players sometimes getting stuck in block action when throwing Fire Bombs.
-Fixed a projectile related crash.
-Fix an issue which caused low level Players (protected) to lose gear when respawning with random equipment from Walker gear slots. Should no longer occur.
-Possibly fixed the bug where Players would be stuck in up attack/block stance. We’ll keep monitoring this one in case it’s still a thing.
-It’s no longer possible to climb while there is an active combat action, such as blocking.
-Kicking while grappling should no longer get Players stuck.
-Fixed several miscellaneous client crashes.
-Fixed carry type of Short Ceramic Hoofmace.
-Fixed a claiming related crash.
-Fixed some issues with first Player login request failing.
-Fixed Walker migration related crashes.
-Continued optimization of structural building parts, in order to lower their performance hit.
-Optimized several Walker parts to lower their performance hit.
-Improved Walker LODs, optimized for performance.
-Corrected and fixed collision issues on several rupu camp variations. This should also fix the issue where some specific parts of the rupu camp could kill players due to undermesh damage.
-Cull distance adjusted for most things in the game, such as Walkers, Structures, and assets in general.
-More performance improvements toward bomb effects, lowered number of areas of effect spawned by bombs, increased area of effect size.

-----

How about a ✨teaser✨ from the new map that will be released with Xbox?



We'll share a date for that soon!

Thanks for reading :)
Last Oasis - not_so_gladiator
The whole team is back in the office after the holidays and are already hard at work! We’re excited to push our first patch of the year and introduce a few new things, plus some fixes and improvements.

CHANGELOG

STRUCTURES & BASES

-Added Giant Walls, as well as Giant Wall Gates. This additional type of base defense is geared towards clans protecting strategic locations in their claimed Oases.
This type of base defense is only available to the clan owning the Oasis.
-Added Giant Wall Packers: These structures are used to pack the new Giant Walls and Gates.
-Fixed being able to build Walls on Floors/Roofs by rotating them 180°.
-Updated Rupu Sling description.
-Fixed being able to build a Lumbermill while players are inside the placement hologram.
-Fixed Lumbermill not working with any tree except Redwood and Pine.

BALANCE

-Added Bent Wooden Planks: New resource which is utilized in the construction of Giant Walls. It can be crafted in the Lumbermill, using Wood Logs(resource acquired when dragging trees to the Lumbermill).
-Mollusk Raider Wings cost is now consistent with its tier.

WALKERS

-Fixed an issue that would cause favorite Walkers to unfavorite after being packed.

INTERFACE

-Added a new tab in Trading Stations, displaying Trade History.
-Removed the ability to create Buy orders for an item which does not yet exist in the game.
-When a Walker might be packed and is not going to be migrated, a warning should now display in the Favorite Walkers window.
-Improved warning messages regarding Walkers which are favorited, but in danger.
-It is no longer possible to unfavorite a Walker from the map lobby UI section. This change is done so that we avoid the possibility of players removing a Walker from favorite by missclicking.
-Fixed incorrect descriptions on Spider and Firefly Walkers.
-Updated Ammo Chest description to properly explain it’s usability on Walkers and Bases.
-Fixed Elemental and Celestial Tablets having the same description. Each should have it’s unique description now.
-Fixed inconsistent Water Bag naming across the game’s UIs.

FIXES & IMPROVEMENTS

-Fixed an issue regarding Flots disappearing.
-Fixed smaller typos in item descriptions.
-Cleaning up and improving Trade Station stuff.
-Fixed incorrect Killin respawn time.
-Fixed being able to build on Killin Nests.

QA UPDATE ABOUT SUICIDE DINGHIES

Throughout December of last year we've gotten a great deal of player feedback in regard to improvised Walker bombs. "Suicide Dinghies", "big bombas", or "Hydra bombs", as some players have nicknamed them - Truly a terrifying evolution of the Nomadness Bomb. During the holidays we didn't have much time to work on it, but we did collect as much feedback as possible. Many thanks to the players that shared clips of this being used in real combat scenarios.

So, in addition to this week's update, we'd like to also get a few words in about a subject for another update: As well as working on the new content, our game design and gameplay team have been busy at work on both balancing and improving this mechanic, so that its both visually and mechanically more interesting. Balancing it so that players can properly react to it is a key point we're working on, but we will also be improving visual and sound effects. It's important to remark this is not a bug, nor an exploit. It's an intended game mechanic, but right now it's not well balanced.

GIANT WALLS AND GIANT GATES







This week, we’re introducing some real big walls. The idea behind these was to help create a stationary base that provides ample protection. While the walls are designed to be used by larger clans, as they can only be placed by claim owners, their production is slow and tedious, which makes it a perfect opportunity for smaller clans or even solos to capitalize on producing and selling special planks for them.

The walls themselves are high enough to block the line of sight of even the largest Walkers, allowing them to protect whatever is inside until the walls come down. In addition to those, there is also a convenient sliding gate that fits any Walker and an ability to build on top of the giant walls for additional protection, weapons, or anything else you might need.

COMMUNITY QUESTIONS

Remember to join our Discord! You’ll see a link to a form where you can submit questions to the devs in #announcements. Check out our {LINK REMOVED} first to see what we’ve already answered!

Q: What other optimizations are you adding now that ini is gone?
A: As we've mentioned before, we're continuously working on optimization and almost every update includes some improvements. We're planning on continuing doing that moving forward as well, and also looking into introducing more of the hidden ini settings to game options directly.

Q: Are you planning on adding more features to existing maps, like Ancient City?
A: We don't have any specific plans for expanding older maps, but if there's a feature coming out that makes sense to be put there, we'll update them. That can include new enemy types, new merchants, special events and weathers, and so on.

Q: What is your direction with ship weapons? It’s been a few patches now without any changes to them.
A: Generally, we'd like every weapon and ammo to have their own purpose on a walker. Some are good during boarding, some for area denial, some allow sniping people from a distance, and so on. We wouldn't want to jump between completely different balances every other update though, like we did a few times in the past. That just breaks the whole game and doesn't allow a meta to actually develop. We do have some ideas for changes and new weapon additions (for players, but not only...) and we'll be testing those out to come in later.

Q: Are wingsuits working as intended? Or do you plan to add something like durability loss during use? Currently they have no counterplay.
A: We wouldn't want to make Wingsuits worse or less fun to use. That would be silly. We will, however, be considering more ways to counter them with new ammo types or new tools altogether.

Q: How is development on the Xbox port going?
A: We're approaching finishing steps when it comes to the port itself and having it thoroughly tested, which will take a bit of time as well. Not looking at any delays and we'll share the exact date once we're 100% sure to avoid any. No one likes to take time off work and then release is moved last minute.

Q: Since you are doing seasonal wipes, will you turn off the map scorching mechanic since this was what made the game different but is now obsolete due to seasonal wipes now being a thing?
A: Like we said before, we're not set for the final game to have seasonal wipes and are doing them during Early Access when they're required for technical reasons rather than gameplay. If we end up sticking to them for good, we'll most likely adjust the mechanic, but it still significantly drives the gameplay by making claims and economy much more dynamic.

Q: Are you still doing ban waves?
A: Waves are more rare now, as the majority of bans happen as soon as a cheater is identified, so we're not waiting for a large number to get rid of them at the same time.

Q: We have Simple Sickle, Simple Pickaxe, and Simple Repair Hammer. Any plans for an Advanced Repair Hammer?
A: Probably not in the form of a hammer, but we definitely want to expand the repair system and provide more advanced options. Most likely outside of combat.

Q: Will we ever see better legs and wings for certain walkers?
A: At the moment, low tier walkers like Firefly and Dinghy are specifically designed to have set parameters and purpose for the beginning of the game. As you progress through the walker tech tree though, you're unlocking more and more customization options the higher the Walker tier. We'll definitely be adding more wings and legs types, and it's not impossible that even low tiers will get more options in the future.

Q: I really liked how you updated the bombs initially, but before being firm on the decision to nerf them again, would you consider introducing a counter to the cluster bomb mechanic?
A: The original idea was to use a Battle Fan as a counter to Cluster Bombs. You can either blow them back towards the enemy or explode them in the air with lava. We still have more ideas when it comes to Walker combat though, like special Walker shields or ways to capture flying projectiles, so we'll be considering those for future updates.

Here's a nice lil teaser for y'all:

Last Oasis - not_so_gladiator
Well, 2020 is finally over! And what a year it's been, huh?

A good chunk of the team took a much-needed break over the holiday, so no changelog or in-depth analyses of aspects of the design and dev process to be had here (sorry! There’ll be a patch next week).

Instead, I’m gonna get all sappy and dedicate this post to featuring you - the community.

Thank you for everything, but especially for sticking with us. We know we still have a ton of work to do (which we are, in fact, doing!), but we’re so excited for the future of Last Oasis.

Have to give an especially big shoutout to our Discord community! Thanks for making every day interesting 👉😎👉



And now, let's take a look back on some posts we loved in 2020:

We know EA launch was rough, but it gave way to some quality memes that are nice to look back on at this point. Seeing you guys finding humor during that week helped us a ton:


-u/gates78


-u/leglicker085


-u/pkerbtw


-u/Ozarrk


-u/Winfieldct

And now, for some things that made us laugh, things that impressed us, and things we just think more people should see:







SkyKevin makes some great, informative videos. We definitely suggest checking them out:



(ps, it’s pronounced nigh-beer-ian)



The team enjoyed this first impressions video from TheLazyPeon:



Take a listen to this cover from Tori Vanhoven:



Pixelcave continues to post great, informative content!


There's some treasure on the subreddit:


-u/antilockbrakes

Look at this little Spider go! From u/Ready_Kangaroo

Your Stiletto, gone but never forgotten. From u/BullseyeVS

Air time bonus x10! From u/skatey1337

This is still one of the coolest things, honestly. From u/AdamJerel

A great laugh and some future ✨ inspiration✨ From u/KorcziTV

We also love to see the screenshots you take! Here’s some favorites from Steam:


By Alfonsom


By Xagah


By Gubru

I want to do posts like these more often and give plenty of opportunity to showcase the community, so if you have things to share with us like screenshots, videos, artwork, memes, etc, post them in #community-creations on our Discord, tag us on Twitter @oasisnomad, or on Reddit u/donkeycrew.

There may not be a changelog to include in this post, but how about some teasers?





Some things we have coming in Q1 2021:

-New Map coming soon! We can’t wait for you to explore in ways you haven’t been able to before!
-New Enemies - to kick off the first of new challenges we’ll be introducing, we have a new Rupu for you!
-Community-driven features: believe it or not, we are taking note of your feedback and are working to apply it and to improve your overall game experience
-Xbox release in Q1! Still no exact date to share, but testing is going well.

We’re also cooking up some potential contests, more video Q&As, and other community-based initiatives!



Here’s a peek at next week's content push!



Cheers to a great year!

-gladiator

Dec 17, 2020
Last Oasis - pogosan
FIXES

- Fixed latest server issues resulting in lost connections.
- Fixed client crashes related to claiming.
- Fixed Ballista not taking ammo from Ammo Chests.
Dec 16, 2020
Last Oasis - not_so_gladiator
This will be the last patch until January! We want the game to be stable over the holidays, as many of us will be taking a few days off to eat gingerbread cookies with some wine, so this patch is focusing on fixes and improvements. If it turns out an urgent fix is needed before January, we’ll still patch that in though, so don’t worry.

We hope everyone has a safe, healthy, and happy holiday time!



CHANGELOG

CLAIMING

-Forbid building above and below Proxy Walkers.
-Slightly reduced influence radius of Poaching Huts.

BALANCE

-Decreased Scattershot damage vs Hard and Soft armor.
-Rebalanced Ceramic Durability upgrades to better fit their tier.
-Made clay quality spots slightly more common.

INTERFACE

-Improved readability of Walker Upgrades text.
-Kick countdown for when clan affairs are happening now displays more and better information. The main message now requires the player to press ESC to close. The message with a timer now displays more information.
-Added a new option on Local Map to disable visibility of Bases.
-Trading Station withdraw/deposit interface now no longer flickers when attempting to withdraw or deposit any amount of Flots.
-Improved readability of map grid.
-Tweaks to Local Map icons.
-Tweaks to the game main menu.

VISUALS

-Assets (such as rocks, Killin nests, etc) on maps will now blend in with the visuals of the landscape.
-Continued work on improving visibility in shadowy areas.

FIXES & IMPROVEMENTS

-Fixed not seeing Scattershot ammo on Ammo Chests after reconnecting or similar.
-Fixed getting stuck in Walker Climbers.
-Fixed not being able to jump while holding an attack, or performing an attack operation, such as throwing a firebomb.
-Fixed sometimes not being able to harvest thornberries.
-Improved Panda Walker spawn point positions.
-Fixed some crashes.
-Improvements to character animations.
-Probably fixed connection lost issues.

COMMUNITY QUESTIONS

Even if this is the last patch until January, keep sending in your questions for the devs! You can do so by checking #announcements in our Discord server. There's a link to our submission form there! Remember to take a look at our {LINK REMOVED} to see what's been asked and answered in the past.

Q: Have you considered adding in a seasonal leaderboard?
A: We're definitely considering some form of a leaderboard, not necessarily seasonal only, but other kinds as well - for dueling, hunting, and so on. Once the system is in place though, it could also be used to sum up all the top player achievements by the end of a season.

Q: When will the ability to change your character's appearance or name be added in? What about the option to delete your character?
A: Deleting a character affects too many things like permissions, their ranks in a clan, and so on. At the moment, we're not planning to add an option to fully delete a character because of that. Changing appearance and name is definitely something we want to implement though, including more unique options that aren't available during character creation and can be either bought for Flots or earned (depending on the exact system we go with).

Q: When are you nerfing scattershot???
A: Literally now.

Q: Why is the spawn rate for event maps so low?
A: Similar to how regular maps spawn, event maps appear mostly during a prime time window of a specific region at a rate that's affected by active players there. The more players there are, the more event maps will spawn and vice versa.

Q: Will you implement other fighting mechanics, like dodge rolls?
A: Don't want to mention specifics until they're properly tested and approved to be added to melee combat, but expanding mechanics in new directions (like mentioned dodges and such) is something we'd like to go towards.

Q: The community could use some acknowledgement on the current and consistent bugs/glitches in the game. Is there anything that can be said on the process and priority of fixing server authentication issues, getting stuck in walker climbers, etc?
A: We have a quite large internal team of QA testers who rigorously process every bug report and test to confirm them, then assign a priority based on factors like frequency and severity. After that, we try to fix as many bugs as possible for an upcoming patch. What exactly gets fixed depends on that assigned priority, but also difficulty of a fix. Some bugs are very bad, but can be fixed in a few minutes, and some are very rare and can take days to even find, let alone fix.

That said, bug fixes are as much of a priority for us as any new addition, since we're still in Early Access, and if there is a critical bug or a server issue that requires immediate attention, we try to communicate and address it as quickly as possible. On a more specific note, Walker Climbers should be fixed with this update and recent authentication issues were caused by roughly half of Steam servers being down at the time.


Q: Any update on Admin commands for private servers? When do you hope to roll those commands out?
A: Actual cheat commands for server admins are still in the works, but we'll have significantly expanded config options available very soon. Those will include combat cooldowns, structure decay values, taxes, and many more.

Q: What was the reasoning behind pushing out iron maps so quickly?
A: Our main intention of releasing map tiers in sequence is to spread out the content to allow everyone to catch up to the last available tier. Since we had quite a lot of new and returning players join for Season 2, we decided to spawn Hard maps a bit later than we originally planned, but we felt that progressing from Ceramic to Iron shouldn't take as much time, since those are both end-game tiers.

Also, since iron maps are so brutal and dangerous, they're mostly expected to be mined by either larger clans or smaller hardcore groups who progress at a much higher rate than everyone else, so we didn't want to artificially limit them much longer. We'll definitely take note and consider different timings for map releases in the future though, as we've gathered all your feedback on it already.


Last Oasis - not_so_gladiator
This week’s post is a bit shorter than usual, since we aren’t adding a feature that’s easy to show through video/GIFs.

Iron maps will start spawning once this update is live.

CHANGELOG

WALKERS

-Introduced dynamic module slots on all Walkers built with quality or upgraded with Flots. Allows for more diverse Walker builds and customization.
You can stack as many modules in a single slot as the module type allows, which consumes a Walker level. Alternatively, you can always spend a level on unlocking another module slot to diversify your build.
-Enabled ownership transfer for Proxy Walkers.

BALANCE

-Decreased Flotilla trade tax to 2% from 5%.

INTERFACE

-Added a grid overlay to the local map.
-Tweaks to Graphics Settings UI, all options should show up normally now.

POINTS OF INTEREST

-All rupu camps should now properly sink into the sand.

OASES

-Re-introduced Killin to the Asteroid Crash Site event map. Now with Killin nests included!

FIXES & IMPROVEMENTS

-Fixed ghost/invulnerability exploit.
-Continued optimization of structures and assets in general.
-Fixed issues with reconnecting inside the Trading Station Arena.
-Fixed not being able to buy items from the Trading Station if the price to pay was not an integer.
-More fixes to prevent players from going through walls of bases.
-Some adjustments to distant horizon visuals to better blend in with the desert on the edges of the oases.
-Tweaked collisions of some mannable structures.
-Tweaked collisions of some static structures.
-Improved Dinghy Walker collisions near the Steering Levers.
-Fixes to small Walkers going through Ancient Earth Drills(also known as Ancient Windmills) in the Ancient City event map.
-Fixed spawning issues on Hornet and Balang.
-Fixed Hercule being upgraded with Buffalo upgrades.
-Fixed protected inventory (in Cradle) spawning on the ground.
-Fixed structure and Walker health sometimes reverting on server restart.
-Fixed UI issues with some clan screen elements.
-Fixed various outdated or wrong descriptions.
-Fixed some debug things being visible when effects appear.
-Fixed a bunch of crashes.

COMMUNITY FEATURE



Check out this shot of the Ancient City by Korno!

COMMUNITY FEATURE

Remember to join our Discord if you haven't yet! You'll find a link in #announcements where you can send in your questions for the devs. Check out our {LINK REMOVED} to see what we've answered in the past!

Q: Are there any walker mechanics you would like to expand upon in the future?
Ex, replacing wings with torque batteries (making a walker function like the Silurs), leg variants that do different things like higher traction/speed.

A: While the more broad and accurate answer is yes, specifics are obviously harder to be... specific about. One of the systems we're improving now and planning on working on in the near future, is Walker Modules. It's something the players interact with pretty much every day, something they make use of for the majority of the Walkers they utilize, so it's only logical that we improve it.

Q: Have you considered making job specific clans? For example Pirate clans, for people who like pvping, Merchant clans, for people who like selling.
A: We wouldn’t want to make it a forced selection and instead expand the game in directions that allow more specialized clans. Even right now, we’re seeing that there are some clans that prioritize trading or territory control, raiding, and so on.

Q: Will there be a “creative mode” of sorts that wouldn’t be restricted to just private servers? Unlimited materials, unlimited health etc.
A: It’s not out of the question, but we don’t have any specific plans for that. We’re definitely planning on expanding admin possibilities on private servers as well as allowing hosting your own servers, so it will definitely become closer to reality in the future.

Q: Are you planning to rebalance the cost of weapons, so other weapons beside the bonespike are affordable?
A: You can definitely expect multiple rebalances before the game is out of Early Access. Some take more or less time to get right, some get their balance changed because of new feature additions, and so on. That goes for costs, damages, and everything else.

Q: Why are the tiles with caps all over the place and not in a row?
A: The tile spawning system is automatic and decides which tiles to spawn based on many things like the number of players in a region, what kind of map types there are around, and so on. We might be tweaking the values here and there based on the feedback though, so changes to the system can be expected over time.

Q: Where did the grass go??????
A: Phemke infestation. Working on a fix.

Q: Will you change the clan cap from 50 to something else anytime soon?
A: Not before Season 3, which should happen some time next year. We’ll be assessing all the feedback and other information from Season 2 closer to its end and will decide in what direction to go with clan caps.
Last Oasis - not_so_gladiator
We're releasing a content push tomorrow (Dec 10) at the usual time, 2 PM CEST / 8 AM ET! This will introduce iron maps, plus a few other additions, fixes, and improvements that will be discussed in their own post. Server downtime should be about an hour.





Screenshots by Korno

Look up to the sky and spot an approaching asteroid full of iron ore in its core! Once it hits the surface, make sure to be prepared, as you surely won't be the only nomad trying to snatch some metal from the crash site.

Iron is one of the strongest and most advanced types of resources nomads use in their crafting, allowing them to create extremely durable equipment, various reinforced structures, and other valuable things.

Dec 4, 2020
Last Oasis - pogosan
INTERFACE

- Added an option to toggle audio when minimized.
- Added 1st/3rd Person perspective FOV sliders.
- Added FOV scaling option to enable fisheye. This time the popular demand was too strong to resist.


BALANCE

- Added Fiery Concoction to the game, a resource that's only obtainable through rare Wandering Merchants that specialize in dealing with ammunition.
- Hellfire Bolts will now require Fiery Concoction to be crafted.


FIXES & IMPROVEMENTS

- Fixed meshing through walls with Scattershots.
- Fixed characters jittering on moving Walkers.
- Fixed player numbers display on World Map UI.
- Fixed Furnaces not being locked when above 50% HP.
- Fixed items disappearing from Walker containers after unpacking (tied with server restarts).
Last Oasis - not_so_gladiator
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!

-Thank your for the laugh with this one, u/KorcziTV: New Walker Spotlight

COMMUNITY QUESTIONS

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}.

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.
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