over 3 years ago - not_so_gladiator - Direct link
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[discord.gg] 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.





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