Last Oasis

Last Oasis Dev Tracker




29 Apr

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

21 Apr

Hi Nomads!

As one of the most important elements of Last Oasis, creatures and AI in general were one of the very first things we started with when we began planning the LOverhaul, so it felt like the right thing to dedicate our first devblog to them.

In this devblog I’d like to tackle some of the changes we’ve done to the old creatures, new creatures coming to the game, design choices we’ve made for them, some of the technical challenges along the way, and what’s in store for the future when it comes to creature behavior and design in general.

For these devblogs I will always be approaching the developers in charge of designing and implementing any changes or additions we talk about here, so we might be getting into the technical aspects of these features a lot. I’d also like to point out that some specific terminology was used in some cases that probably doesn’t mean much to you now, but as we continue to release more devblogs it will make more sense. An exa... 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.

12 Apr

Hi Nomads,

We are very excited to finally be able to start revealing more details about the next season of Last Oasis. There’s quite a few things to talk about, starting with me taking over the role of community manager while gladiator continues to focus on the other tasks she has within the studio, so you can expect a lot more of me in the near future :)

Moving forward, we’ll start sharing a lot more details about Season 5 changes. With such a vast overhaul of the game in the works for quite a while now, there is plenty to show to you all. We’ve decided to split it into devblogs each focusing on specific parts of the overhaul.

Next week we will be releasing our very first devblog, which will be focused on showcasing the new creatures coming to Last Oasis, AI systems getting completely rewritten from the ground up, changes to physical mobs, design of new mobs and re-design of old mobs, and how they fit into the new direction Last Oasis will be going with the ... 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.

20 Aug

Post
    harald on Steam - Thread - Direct
- Fixed building exploit that allowed placing things too close to the edge of walkers
- Fixed collision of rupu thrones placed on walkers
- Fixed memory leak when applying customization to the same object many times
- Changed placing collision for rupu cages to prevent them from being built on top of players
- Added warning when buying nyx that steam overlay has to be open
- Fixed worm trader palm trees
- Fixed showing decimals on healthbar

For private servers:
- Made clan join cooldown configurable
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

12 Aug

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/5668329757893330600]here[/url].
Post
    harald on Steam - Thread - Direct
- Added health display to HUD, added health and max health to player stats screen
- Added button to switch between chat categories without opening it
- Added ability to apply dyes to stack of items at dyeing station
- Added spikes trap being placeable on platforms and walkers
- Small fixes for traps
- Fixed minor issue with sorting official realms in realm selection screen
- Multiple visual fixes for masks

For private servers:
- Added PrivateServerAncientCraftingSiteSpawnChance and PrivateServerTradeStationSpawnChance properties to Additional Settings

06 Aug

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/2999946316549401256]here[/url].
Post
    harald on Steam - Thread - Direct
- Fixed common server crashes related to rupu camps
- Fixed building steering levers on Stiletto
- Fixed region selection on XBox
- Fixed dyes and decorations requiring tech tree unlocks and vitamins (now they don't)
- Fixed PvE private servers crash when harvesting phemke or nurr

05 Aug





Getting self-hosted servers out the door has been something we’ve wanted to do since even before launch, and we used the span of Season 3 to be heads down when it came to working on them. We’re beyond excited to see where server owners are going to take the game and what type of spaces they’re going to create (like PVE servers that are already popping up!) and are looking forward to working with admins on bettering the private and self-hosted experience even more. With that in mind, we’ll be keeping a close eye on the reception of and feedback on what we’ve initially added for private and self hosted servers.

You can see our full (though still in progress) documentation ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/2999946316546907390]here[/url].

22 Jul

Hello, Nomads!

With Season 3 nearing its end, we would like to give you a brief idea about our perspective on it and what to look forward to in Season 4.

In S3, we took a chance to let players enjoy the game in the way that they like and that works for them, rather than forcing everyone to play in the same brutal world ruled by huge clans.
While we feel our approach worked to some extent, there were numerous problems, including:

Not enough diversity: we focused on clan size, which is one of the major parameters for gameplay, but not the only one - progression speed, distribution of maps, different gameplay parameters are all extremely important too and they were the same across all realms
Difficulties with moderation: any restriction that you add to the game creates room for abusing it and griefing, and because of the amount of realms it was extremely hard for us to enforce rules everywhere.
Too granular split of playerbase:... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/3005574477728103642]here[/url].

18 May

Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/4956752773647911833]here[/url].
CHANGELOG


GAMEPLAY & BALANCE

-With the addition of the Worm, new resources related have been added to the game. Some of them are exclusively harvested after a successful Worm kill, some are obtained by directly attacking the beast for it’s valuable scales, and some are available in the territory where they roam, Worm Sighting event maps. Alongside some other various misc resources, a successful Worm hunt will yield Worm Scales, Worm Silk, and Worm Sand to the victors, as well as Worm Fangs, a trophy of tremendous value, proof of the ultimate feats of heroism and skill among Nomads.
-Added a new Meteor Fall event on all maps of the game (with the exception of Nomad’s Cradle), which brings a new resource essential to technology progression, as well as Walker construction… and raiding. ... Read more

10 May

Post
    pogosan on Steam - Thread - Direct
  • Fixed Raptor Walkers not being packable.
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/903950/announcements/detail/3102394892817489673]here[/url].

27 Apr

Post
    pogosan on Steam - Thread - Direct
WALKERS

  • Catapult collisions should no longer push Walkers through objects.
  • Steering Levers Cage should no longer push Walkers through objects.


FIXES & IMPROVEMENTS

  • Fixed an issue with some specific objects allowing players to pass through walls.
  • Further optimization passes for Xbox - Improved LODs, audio and texture streaming for base consoles. Many more instances for crashes have now been fixed.
  • Several improvements have been made on checks when player is unmanning interactable while inside a wall.