Last Oasis

Last Oasis Dev Tracker




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...
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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.

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

14 Aug

Comment
    chadzTheDonkey on Steam Forums - Thread - Direct
This is incorrect. Here is what I actually said:

there's a bunch of people that hate the schematics. there's a bunch of people that like the schematics. and there's a whole bunch of people inbetween. no point jumping to conclusions based on individual opinions. we're aware of the complaints, we're monitoring what's happening, and once the level of discussion has normalized, we'll take steps to improve it