not_so_gladiator

not_so_gladiator



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

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

02 Aug

Comment
    not_so_gladiator on Steam Forums - Thread - Direct
we’ve updated the URL used for server setup that you can find on https://docs.google.com/document/d/e/2PACX-1vTk67puClDitrjLeAT3NrkgGQAUD2ZWSgVkj_NUAbmT-rBa4Tejx4uY7_-4Gpn_swNKIMjoS-g7255O/pub
try again and let us know if you continue to have issues!
Season 5 has launched!



Servers will go live in the next hour and the patch is available for download. While normally you would get patch notes, as we’ve said numerous times, S5 is a complete overhaul of the game. Nearly everything has changed. If you’re a returning player, consider that nothing you knew before is the same and keep an open mind! We’ve seen that people tend to catch on with the new mechanics much easier this way.

However, there are a few important housekeeping issues we want to touch on.

World Map and Soft Cap
A few months ago we talked about having a static map and some of the benefits that would give us for Season 5. The way the world map is designed will have a massive impact on the way Season 5 is played.

Rather than a top to bottom world map, the world map for Season ... Read more

13 May

Hi Nomads!

Before we start this week’s devblog, I’d like to acknowledge the absolutely massive amount of feedback we got for the previous one and the ... Read more

06 May

Hi Nomads!

This week’s devblog will be dedicated to our rework of the building system for Walkers.
One of the major changes coming to S5 is the removal of free placement of structures on Walkers, and introduction of the Walker Hardpoints system.

While this might sound controversial at first, with free placement having been a thing for so long, for us it quickly became a very logical step when we started working on rebalancing Walkers for the next season and looking at the options we had for a replacement - some of the options still allowed for more creative freedom for making crazy Walker builds, but they just didn’t solve the issues we identified when we began this overhaul of the game, for example, melee combat on Walkers.

Melee combat is a massive feature of the game, the same as Walkers, yet both things don’t usually go hand in hand or work together very well. This is one of the factors that we were looking at when deciding the best option to go with.... Read more

29 Apr

Hi Nomads!

This week’s devblog will be focused on the upcoming changes to siege weapons in Last Oasis, balancing the ammo progression, improvements to the remotely controlled weapons system, and Automata, which are a new addition designed to enhance the capabilities of Walker pilots.
We will also be touching on balance changes related to the armor rating system and damage types affecting both structures and Walkers.

As was mentioned in our first announcement, a lot of old design decisions have been overturned in favor of following our new direction for the game - the upcoming changes to siege weapons, base raiding and Walker combat balance are no exception.

Some of this work required us to re-do the old armor rating system from the ground up, into what we believe is a much more intuitive one, which should also ensure the proper interactions happen correctly.

For this devblog, we won’t be talking about base raiding a lot, but the section dedicated... Read more

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

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

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

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

18 May

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

16 Apr

CHANGELOG

GAMEPLAY

-Fixed an issue which caused different types of quality resources to all be the same quality in certain areas, instead of randomized in the same area. It’s possible that the quality spots across maps will change due to this.

INTERFACE, VOICE & TEXT

-Fixed issues with fuel containers in some crafting stations.
-Enabled input device selection in Settings for Xbox.
-Updated Vivox.
-Fixed voice chat issues on Xbox.
-Fixed trader UI issues on Xbox. Should be able to sell items now.
-Fixed navigation issues on crafting UI for Xbox.
-Fixed not being able to edit Ownership on Xbox.

FIXES & IMPROVEMENTS

-Fixed grappling hook related crashes.
-Fixed crash related to disconnecting while in a building screen action.
-Fix crash related to voice chat activity.
-Fixed crash related to equipment screen.
-Optimized LODs for distant ob... Read more

26 Mar



We’re excited to be kicking off Season 3 and releasing on Xbox exactly one year since we launched into Early Access! What up xbobs we’re apologizing in advance for if the pc players treat you like sh*t

A ton has happened since March 2020, and we can’t wait for you to see all the changes we’ve made to the game. Season 3 is going to be introducing some new and long-awaited content to the game, like a new map, flying Walker, and, finally, the Sandworm 😍



ABOUT XBOX
When it comes to the Xbox release, we've been working tirelessly alongside a team from ... Read more

19 Mar

Alright, Nomads!

You've asked for confirmation, so here it is:

We're aiming to wipe some time on Friday next week.

Get ready for a patch, some fundamental changes to the structure of the game, and the start of Season 3!
in the meantime, get a load of this teaser asset




👉😎👉 nice

xoxo, gladiator

18 Mar

CHANGELOG
CONTROLS

- Fixed issues with player/walker movement keybinds.
- Allowed to bind keys to any number of actions (at your own risk).
- Fixed not being able to rotate buildings with controller.

UI

- Added weapon slots to quickslot bar when in inventory.
- Fixed choosing exact thing to pack with scroll not working.
- Fixed all tutorial text and icons.
- Fixed fragment/tablet slot position in Tech Tree.
- Probably fixed renaming walkers.
- Fixed some missing control tooltips for controller.
- Fixed various button interactions with controller.
- Fixed walker list not being scrollable with controller.
- Fixed some missing icons here and there.
- Fixed issues with displaying clan members.

-Fixed fire bolts and hellfires

16 Mar

CHANGELOG
-NOTE: Fire Bolts and Hellfires currently disappear quickly after being shot. We'll have a fix shortly.

WALKERS
- Fixed Panda Walker having odd number of water slots.

STRUCTURES
- Added Defensive Tower back with all the fixes and increased cost.
- Fixed issues with Lumbermill sounds.
- Fixed harmful effects damaging players in Trade Station protection.
- Fixed Trade Station protection resetting.

GRAPPLING
- Fixed issues with having to press reel in again after grappling.

UI
- Fixed zooming out Tech Tree.
- Added 3D preview for equipment screen.
- Fixed issues with rupu turret container placement.
- Fixed issues with picking up dropped containers (bottles, pouches, etc.).
- Fixed having to double click to craft.
- Fixed various reported issues with clan screen.
- Removed sounds when hovering over stuff with mouse.
- Fixed some tutorial text issu... Read more

09 Mar

CHANGELOG
WALKERS

- Somewhat improved Toboggan movement (give feedback).

FIXES

- Fixed various connection issues.
- Fixed character stuttering when in big fights.
- Fixed quality building display in building menu.
- Fixed Proxy water container visibility.
- Fixed Rupu Turrets checking distance from foundation (they shouldn't).
- Replaced broken second cargo on Tusker with double slots for the main cargo.
- Fixed wrong keybind UI on controller.
- Fixed sometimes not being able to jump after using chat.
- Fixed various client crashes.
- Optimized gunpod performance more.

04 Mar

With the Xbox version release getting closer, we're actively testing everything to make sure it's as stable as possible, while finishing up all the new features we've prepared. While we don't want to spoil those new things until they're properly revealed, a big part of the game has also been changed:

the UI has been almost fully redone, full controller support has been added, many bugs have been fixed, and a lot has been either improved or tweaked in one way or another.
We're finally at the finishing line with all the changes and we need all the help we can get to try it out and give an honest feedback. How it feels, what got better or worse, or, simply, what's broken about it.
To get the answers to those questions, we're releasing the new version early and ask you to let us know what you think.

This new version contains all the general changes and improvements, but not the new content that will be revealed later. Once we get all of your feedback and do th... Read more

09 Feb

NOTE: We're still working on VOIP and will let you know as soon as it's ready.
As we said, it won't require a new patch to enable it.

CHANGELOG
GAMEPLAY
-Exosuits should no longer have warp speed enabled. We will continue to monitor gameplay around Exosuits, now that they should be working as intended, in order to understand if more gameplay and/or balance related changes are needed.
-Fixed Rupu Slings shooting and aggroing players from massive distances.
-Fixed getting stuck during climbing. We’ll continue to monitor this in case other issues show up.
-Added more Hull Hardening modules to Ancient City event map small loot. This can be found in the ruins near the center of the oasis.
-Quality nodes should now work properly, but it’s very likely all previously known quality locations will change position across all maps.

STRUCTURES & BASES
-Fixed several collision checks to avoi... Read more