Last Oasis

Last Oasis Dev Tracker




03 Sep

Post
    pogosan on Steam - Thread - Direct
With this update, our main intention was to fix an issue that came up with Windmills being available to be put on Walkers, as they would allow to easily push any Walker disregarding the physics. It allowed for easy griefing, as it would push a Walker with no option to retaliate and even allowed to push Walkers through objects in some cases. That should be fixed now.

In addition to it, we've included some small changes we've been working on to make the patch a little more interesting than just a small fix. One of the most significant changes is that Windmills now only generate torque while in the strong winds of a Sandstorm. What we're hoping for with this change is that Windmills will be put on special Sandstorm-chasing Walkers and driven directly into a Sandstorm like daredevil Nomads. Of course, it should also work with static Windmills, but then you're hoping for an accidental Sandstorm passing through and have to keep the Windmill exposed to other dangers.

It's cu... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

30 Aug

Post
    pogosan on Steam - Thread - Direct
A small hotfix after the yesterday's patch incoming. Some of the new issues came to be from the changes made during the Sleeping Giants iteration, which we now fixed and included a few other improvements like fixing infinite aggro range on mobs, especially Papak being the culprit number one in that matter. We've also temporarily disabled XP gain on placement of structures until we switch back to 50% return rate on diassembling and fixed merchants seemingly taking over the tiles.

You've also probably already noticed, but we've extended the burn for 6 more days. It's a bit longer than we've originally planned, but we've also reworked some design ideas in the process, so we'd like to make sure we have enough time to implement them as well as possible for the best rarity experience since the invention of rarity in LO. Without revealing too much, those might include potential creatable portals and other fun things. We might also have an interesting announcement around that time,... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

29 Aug

Post
    pogosan on Steam - Thread - Direct
We're currently in the middle of iteration on Sleeping Giants, making internal patches, putting hours into testing, and making sure to both use your feedback from existing maps, and also the experience we got iterating on them using the same method.

Hopefully, we should have more and, especially, concrete information sometime soon on when SG is coming out and what exactly will it have in terms of features, new content, progression, new mobs and encounters, and so on. Not gonna lie, it's getting pretty hot here, especially with more testers joining SG iteration.

In the meantime, we've prepared an intermediary patch that combines some fixes and improvements that, mainly, came to be from working on Sleeping Giants. As we work on the new map, some changes are required, as they're present on previous maps as well, so we can put them into a patch that benefits both maps without having to reveal the new map itself yet (not that we don't want to, tho). That and other incident... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

28 Aug

Post
    pogosan on Steam - Thread - Direct
- Temporarily increased disassemble resource return to 100%.

As promised in the last update post, we're increasing disassembling rate to a full 100% resource return. That means that you'll receive all the resources you paid for when building something, allowing you to disassemble all the structures on rarity maps and not losing resources on more expensive structures.

The disassemble return rate will be set back to 50% during the rarity update, so make sure to use it while you can. But we have a small update on the burn itself as well. We're also considering to increase the burn time by a few days to give you a little more time to move your belongings, since the disassembling feature didn't come into effect at the same as the tiles starting to burn. We'll give you the final decision by how many days we increase the burn within a few days, most likely Monday.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

24 Aug

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    pogosan on Steam - Thread - Direct
If you’ve been playing on rarity tiles today or opened the World Map and looked around, you might have noticed that some of the tiles are set to be burnt in around 8 days. “What’s up with that?”, you might ask, since we don’t have burning tiles anymore. And you would be right - we don’t have map burning in a general sense, but the feature is still available for us to use in order to get rid of any tiles on the World Map.

If you’ve read the previous post, you probably already guessed the reason for burning some of the tiles and if you’ve taken a closer look at which specific tiles are being burnt, it gets even easier to guess what’s happening. In 8 days we’re introducing the changes to the rarity system that we’ve discussed in the last large update post.

Going back to the tile burning - we’re getting rid of the vast majority of the static rarity maps. They will be completely gone from the World Map, which means that everything built on them, any characters or walkers w... Read more

16 Aug

Post
    pogosan on Steam - Thread - Direct
To give you a small update on what's going on since the last update - we're currently collecting feedback on the latest changes and preparing a survey on the whole season in general, as we've mentioned. The work on the next map in progression as well as the overhaul of the rarity maps and PvP mechanics that we've described in the last post is going at full speed, so expect another big update post in near future!

For now, we've prepared a small patch to address some issues, mainly regarding performance, as we've seen quite many reports about it recently. If you notice improvements after the update or find other issues to report, please let us know.

  • Made Light Wooden Walls have less holes. Should both improve performance and fix potential issues with sandstorm going through.
  • Slightly updated Medium Wooden Walls visuals to make them more distinct from Light Walls.
  • Optimized Humidifier particles to not affect perform...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Aug

Post
    pogosan on Steam - Thread - Direct
As planned, we’re continuing with the iteration on Season 5. Not without your help, of course, so we’d like to thank you again for sending all the feedback, bug reports, and just playing the game. All of it is invaluable for us to make better decisions when it comes to the season’s direction and the whole gameplay experience.

It’s not a secret that we’re currently working on the next map in the roster to continue the progression - Sleeping Giants. It will unlock Clay tier and will add a lot of new content to the game at the same time. Remember the Okkam with the Rupu shooting on its back from the trailer? You’ll spot it right away when the map comes out (unless it spots you first).

It will also bring a new and improved Rupu behavior and classes, including an entirely new support class of Rupu that help their fellow warriors in battle instead of rushing you all together with wooden sticks, intended to make camp encounters more varied and interesting. Same as we did wi... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

10 Aug

Post
    pogosan on Steam - Thread - Direct
- Added Ammo Scroll Rack for Ammo Schematics.
- Add rebindable reload button for remote weapon reload.
- Improved reload visuals, fixed clipping with weapons.
- Increased drop chances of bone axe tools early on.
- Fixed Automatons being able to be placed outside of walkers.
- Fixed being able to net other players' structures on PvE.
- Fixed missing sounds for Hangar Wall with Door.
- Rebalanced Stiletto wing cost, torque, and Health to fit new design.
- Rebalanced Foreseter and Brittle Bone Torso armor to fir new stats.
- Fixed stairs not fitting into floors exactly, creating gaps.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

06 Aug

What a launch! And quite some controversy about the new direction.

The last days have been incredibly busy, as you can imagine. While things were mostly stable, we had to split our attention between gameplay improvements and crash fixes, but now that is mostly fixed, and today we had time to prepare the first big iteration patch.

From the various feedback channels we monitor, one of the biggest complaints that is clear is that the schematics system is too prevalent, and that there is no permanent progression.

To address this, we’ve decided to add a way to unlock technology permanently. You will now encounter Rupu shrines in camps on both cradle and canyon:



When you find it, you can bring early schematics to the shrines and in return unlock one of the items permanently. You can still use sch... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

05 Aug

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    pogosan on Steam - Thread - Direct
  • Fixed travellig and unstuck crashes.
  • Disabled looting unlocked containers on PvE tiles.
  • Fixed sandstorm crash.
  • ixed Tier 4 axes not harvesting Redwood.
  • Added rare tiers of Campfire.
  • Made official realm more noticeable from the list.
  • Fixed Hoist calculating resources.
  • Fixed Automatons aiming for Scattershot.