pogosan

pogosan



16 Apr

Post
    pogosan on Steam - Thread - Direct
Greetings, Nomads!
It has been some time since we last gave an update, but today, we are thrilled to unveil the release of our long-awaited Modkit! This opens up a world of possibilities, allowing for complete customization within Last Oasis. With access to these powerful tools, players will have the ability to craft experiences tailored to their wildest imaginations. From tweaking all game mechanics to creating entirely new items, weapons and creatures, the Modkit empowers you to shape the game how you want it.



Key Features of the Modkit:
  • Modding capabilities that enable extensive customization.
  • Tools and resources for crafting unique gameplay experiences.
  • Play in editor to test new features locally.
  • Documentation and support channels to assist players with any troubleshooting.
  • ...
Read more

14 Sep

Greetings Nomads,

We want to give you an update on the project status and what you can expect coming on the horizon.
Our main priority in Last Oasis development right now is adding full modding support that will allow creators to modify all existing features and maps, adding new content as well as completely new features using Unreal Engine Blueprint scripting. We believe that this is a necessary step to unleash the full potential of LO and allow every nomad to find or create the experience they are looking for in our game.

Related to the news above, we are happy to announce that the author of “LO Classic” mod BryanTheHacker has joined our team. With his experience in modding Last Oasis you can be sure that our tools will provide all the freedom that modders will need to implement their ideas.

As for the status of official servers - active development and preparation for Season 6 will continue with the release of modding... Read more

23 Nov

A little later than we planned, due to some final touches that we wanted to do in order to bring this update to a properly final state and try to avoid multiple hotfixes, learning from the previous experience with the packing update. You can consider this few days delay as a better reassurance that we won't need them (or, hopefully, not that many, at least).

Get ready to enter the mysterious city of the forgotten civilization!

Welcome to the Ancient City!
The Ancient City is an oasis that contains the decaying remains of an ancient civilization. Little is known about who or what lived here, or, even, how long ago, but clues litter the landscape for Nomads to find. It is said that intrepid explorers, brave enough to explore the Ancient City, stand to find untold riches, while the Flotillan Historic Society will gladly accept new members, who help them research the ancient technology with a member-only benefit of an access to their Schematics Store at each Tradin... Read more

10 Nov

Discovered: An Ancient City
Early next week, we will introduce the Ancient City back into the game. It will be an event map that spawns in both PvP and PvE form, with only rarity available on the PvP version. Next week with the release we’ll have a full post that lays out the new experiences available on the Ancient City, as well as the brand new gameplay mechanics.

Today we’ll introduce another small packing update which should improve unpacking and resolve all the known issues. We’ll monitor over the weekend and then begin burning additional tiles when we patch Ancient City.

Patchnotes:
  • Improved unpacking checks to finish with the packing for good and start burning tiles.
  • Fixed all the remaining known issues with packing.

Q&A
We’ve been promising a Q&A for a while. Originally it was in regards to the planned PvP update, but since we’ve talked about several other things since then, we figur... Read more

28 Oct

Okay, so it wasn’t the last Packing update
There was a bug related to unpacking and we decided to tackle that and finish out the last “Anti-Griefing” mechanic for unpacking. That’s the patch for today. In addition, we’ll be disabling base decaying while packed until we’re sure you can unpack in all cases. After that, we'll also start burning some of the tiles to condense the World Map for the current population.

We added what we’re calling the Clearance Phase. For the first 30s of unpacking, the structure checks to see if the area is valid. After 30s, all collisions are enabled at once and packing won’t be canceled by attempting to make the area invalid afterwards. This means that on a PvE map, after 30s a player cannot disable/pause your unpacking simply by standing in the area.

Changelog this time is not so big, as most of the changes we're working on are for the unreleased maps and updates, but they should have a pretty big impact nonetheless (at least the... Read more

20 Oct

Final Packing Iteration
Today we’ll go over the patch and then a few updates on each of the major lines of effort and where we stand on them. The patch today is, mainly, focused on fixes and tweaks to Sleeping Giants and, most of all, closing out all of the packing bugs and improvements. There is one more feature we want to add that should prevent anyone using packing from getting griefed while trying to unpack on PvE tiles specifically, but will work on all tiles with the same rules and intention. Unfortunately, that will come a bit later in a separate patch, but we'll try to add it as soon as possible, without waiting for any large patch to include it, so expect one to come soon.

Otherwise, the patch today focuses on continuing to improve the Sleeping Giants experience, through fixes, and implementing new features, or tweaking existing features in new ways. The main feature we've been working on, though, is packing. Since its release we've received quite a few reports ... Read more

12 Oct

We thank everyone for all the discussion and feedback about the PvP changes we posted about last week, as well as helping us sort out all of the bugs with Balang. Today’s patch should fix most of the remaining issues with packing and add a few other improvements.

Currently, we can't name an exact release date for either the PvP Update or the Ancient City map. As we continue to work through development and all the new features, there is a possibility we’ll release the PvP update in parts, rather than all at once, but that’s to be confirmed and finalized. We know there was some confusion about that coming from Friday, but our goal here is to release a fun and, most importantly, working improvement to the PvP part of the game. We'll have to see if releasing it in parts will still maintain the fun gameplay every individual update or we'll need all the components together to make it work as we intend it to.

For our full devblog later in the week we’ll do a Q&A with many of... Read more

11 Oct

This post will be rather short, since we had a very long one just last weekend and it's more of a follow-up update, so the focus will be on the new packing changes and the similarities with the previous version of it. We'll expand on other parts of the development later this week, as we promised, and answer the most pressing questions in a Q&A format in just a few days.

Balang Walker - The Packing Dream
Packing is finally back in a new and slick packaging! We're happy to announce that you'll be able to freely move your base and walkers around your own tile and between them, something that truly has a nomadic spirit to it and allows to resettle on new territories or move into a better spot for convenience or just a picturesque view from your base.

Please take note that I emphasize the word move here because this is now the main focus of the packing feature in its current form, rather than storing bases or walkers for long periods of time, as it was before.... Read more

08 Oct

Post
    pogosan on Steam - Thread - Direct
Balance and Bugfixes
First, we’ve got a few things this week that should improve balance and quality of life on Sleeping Giants. In general, we believe that the new map is about where we want it to be, but we’ll continue to monitor how you play and continue to address all issues if they arise. Specifically, we know there are quite a few rarity bugs that still persist and we’re working on cleaning all of them up as soon as possible.

Slightly bad news first - we decided to delay Balang Walker packing feature until Monday, just to ensure that it goes as well as possible. Packing is inherently a very dangerous feature, with huge potential for abuse, and even critical truly game-breaking bugs. Historically, pretty much every duping bug and most of the critical issues that forced us to revert came from packing, so we're extra cautious when bringing it back.

Changelog for today's patch:

- Increased durability for all ceramic tier equipment and later too... Read more

04 Oct

We're continuing to iterate on the new Sleeping Giants map with your help. Please keep sending your feedback and bug reports, they're really helping us get the new content to the best shape possible. In addition to that, we're testing ourselves, focusing on specific features to get the feeling for what needs to be done to improve the new map and all the content that comes with it, as well as actively using statistics and looking at how you play the game in real time, as we noticed long ago that often real experience is different from the written feedback after the fact.


Coming Soon™
Our plan right now is to continue improving the content that we released, while working on the new PvP Update that's aimed at players who prefer hardcore battles against other Nomads out there. The main idea is to make permanent PvP tiles an actualy important part of gameplay and the in-game World as a whole. Meaning that PvP tiles will be much more desirable for settling on them to gain... Read more

03 Oct

Post
    pogosan on Steam - Thread - Direct
Keep those reports coming!

As we've discussed, we expect to spend the next days hotfixing Sleeping Giants, doing improvements and fixing up any bugs, as well as implementing packing via the Balang Walker and addressing issues with base maintenance.

Something that didn't make it into this hotfix which will also come soon is an improvement to Falco handling that should help against its jittering and many more balance changes that will be added in the next update.

- Changed Mollusk and Stiletto Wing Recipes to allow to be crafted on Canyons
- Fixed Swampwood Galoshes not working properly.
- Improved lava/insect throwing bombs.
- Buffed sawblade harvesting of wood and bone
- Increase sawblade torque container interaction distance.
- Decreased Lobber fire radius and added some deviation.
- Hopefully fixed ceramic nails. Probably.

02 Oct

Post
    pogosan on Steam - Thread - Direct
As mentioned in the update post on Friday, we expect the next few patches to focus on improving the experience on Sleeping Giants. This first hotfix addresses some of the key issues that have been identified so far, but please keep sending your feedback so we can get the SG to the most stable state as soon as possible. The primary focus of this specific patch is fixing usability of some of the new features and also exposing the new content to private server owners.

This coming week we'll be patching in the Balang Walker with its new base and walker packing functionality. In addition, we hope to address a few other issues that were already reported for SG, like maintenance requirements becoming quite a bit more unwieldy.

- Fixed rarity Hangar pieces not working properly.
- Fixed wrong Curing Station name and description.
- Updated Rupu Plainstrider loot items.
- Rebalanced Forester and Brittle Bone Armor sets durability.
- Ceramic Dart removed from inv... Read more

30 Sep

Post
    pogosan on Steam - Thread - Direct
The Sleeping Giants map is finally here!

This post will be mainly focusing on the Sleeping Giants itself, keeping the details of our plans for the future for later. Our main priority right now is to give as much attention to SG as possible first, since we’ll want to heavily focus on its iteration using your feedback and from playing on it ourselves.

An important question many will ask right away, since it came up multiple times already when the map was discussed is will it have both PvP and PvE versions on release. The answer is - for now, yes and then we’ll see. Instead of theorycrafting and imagining how the game will be played by doing polls and thinking about all the possible things it will lead to by having the map as either PvP-only or PvP and PvE, we decided to just try it first and see in practice how it plays out.

We’ll be monitoring the gameplay on both server types after release and gauge the sentiment towards the map on the different versions. Mos... Read more

26 Sep

Post
    pogosan on Steam - Thread - Direct
With the previous update, the Winged Helmet shown in the last post got accidentally left out as available for crafting from our dev testing, which we, unfortunately, missed by testing with dev tools. Since it wasn't finished and had quite big issues due to that fact, we had to remove the item temporarily from the game in any capacity. Meaning, that any crafted item of this unfinished dev item was removed, especially because of how easy it was to obtain and even if we kept it and fixed the issues and crafting, the balance would've been completely ruined, as it's supposed to be an extremely rare special item that's dropping from bosses and the hardest camps. It will be back later this week together with Sleeping Giants with proper balance, wearing position, and drops.

To make this hotfix a little sweeter, we also increased HP of almost all siege weapons. Poor Scattershot that got nerfed last time got a buff from 700HP to 1050HP, Lobber from 750HP to just 850HP, as it's the new m... Read more

25 Sep

Post
    pogosan on Steam - Thread - Direct
Small hotfix to the update we did earlier this week, solving issues with the Scattershot firing, some tweaks to the delivery quest item, improved remote gun reloading, and so on. We'll continue making sure all the critical bugs are solved on time by releasing hotfixes, but also expect another large update (with SG!) to come sometime next week, as we announced.

- Fixed Scattershot firing on its own when manning/unmannning the walker.
- Fixed Delivery Package description saying it's required at a specific tile. You can deliver it to any Delivery Merchant.
- Fixed Steering Levers collision to allow walking between them again.
- Fixed Rupu Throwable Insect Bomb being visible in player crafting. Player insect bomb will be available with SG.
- Increased weapon idle timer while still showing aiming lines from 10 to 15 seconds of inactivity.
- Made reloading guns keep guns active, so you don't need to keep clicking LMB to keep the UI up.
- Increased Rangefinder... Read more

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

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.

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

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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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