Last Oasis

Last Oasis Dev Tracker




23 Sep

Post
    pogosan on Steam - Thread - Direct
First, we want to announce that Sleeping Giants will be releasing next week! We aren’t yet ready to confirm the specific date, but you’ll hear it as soon as we have it locked in. Sleeping Giants will be released in PvP and PvE variants, and SG rarity tiles will be added to the pool right away. We’re excited for everyone to experience the new and improved map and the brand new challenges that await you as well as all the new rewards like an improved version of a Maintenance Chest, new tier of a Windmill that allows passive generation as before in addition to a massive increase to active generation in sandstorms, or even just new special boots you can check out below. Today, the patch focuses mostly on balance and bug fixing.

Here is a pair of boots. What are they for? Fishing in toxic water.




Walker Combat
We made s... 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.

16 Sep

Post
    pogosan on Steam - Thread - Direct
A small hotfix for the big rarity patch that came earlier this week. Fixing an issue with rarity siege weapons not rotating properly up and down, and also a crash fix for an issue that sometimes would happen when new quests got generated after their timer.

As we mentioned when changing it in the first place, it was also our intention to bring the disassembling return of resources back to half the cost of a structure. That change was missed from the previous patch, as pointed out by some of you, so we're making it now. You'll be getting the original half the cost back as well as the schematic of a disassembled structure to be able to rebuild it quickly when needed.

- Fixed rarity siege weapons not rotating properly up and down.
- Fixed a crash related to quest regeneration at the Trade Station.
- Changed back the disassembling return to half the cost.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

14 Sep

Post
    pogosan on Steam - Thread - Direct
Where Do We Go From Here?
Rarity: Phase 2
Once servers come back up, all rarity items, resources, structures, and walkers should be reset to Common, leaving resources from shrunk containers on top of them until you pick them up. Rarity tiles will begin spawning right after the update, and will have at least 1 rarity tile active per region at all times. When one of them decays, another one will spawn with an activation time, so you can prepare for the next rarity raid. We'll keep tweaking the numbers of tiles spawning and their frequency per region as we see the need. Rarity tiles will spawn at clan caps of 1, 6 and 12 to make it more of a planned expedition even for larger clans instead of a potential farming frenzy at 50 cap. The tiles will have both the currently available Canyons map and another Canyons variant. As we keep adding new maps, they will also be added to the list of rarity event maps. As always, we’ll monitor and adjust the mechanics as we see the need, but f... 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.

08 Sep

Post
    pogosan on Steam - Thread - Direct
New patch is out, so here's a small update post to accompany the first segment of the rarity overhaul.

A quick refresher of the plan first. Tiles were burnt yesterday successfully and all remaining rarity tiles were set to Common. Today's patch is mainly consisting of preparatory parts of the rarity patch, as well as a bunch of balance changes and improvements. Early next week, we will patch again, which will include additional changes to rarity and allow for rarity event tiles to start spawning. At that time, we will also be enabling base raiding, so make sure to have your bases prepared until then!

We wanted to touch on a few groups of changes specifically that are included in this patch, and how they’ll impact the rest of the rarity overhaul and the game in general.

Walkers
  • Rebalanced Stiletto, Mollusk, and Toboggan Wings HP, Torque, and Cost.
  • Rebalanced Stiletto and Mollusk Leg Cost.
  • Made Walke...
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.

07 Sep


05 Sep

We’re approaching our major revision to one of the mechanics introduced in Season 5 and wanted to take this week’s devblog to lay out its full design and our plan for it. As it happens with large overhauls like this, the full update will require a few more days in the oven, so we’ll be rolling out parts throughout the week, with the final bit scheduled for early next week. Meanwhile, we’ll continue this week with some balance changes and further iteration, as well.


Overview
From watching your community videos and various streamers, and reading your feedback, we quickly realized that the rarity implementation wasn’t resulting in the gameplay we had hoped that it would and quickly set to work redesigning how the system functioned and how we wanted players to interact with it. We’ve written a few devblogs with some of our ideas to gauge reception and receive feedback, and we’ve settled on an iteration we’re now comfortable implementing. Throughout this devblog we’ll la... 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.

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.