pogosan

pogosan



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

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

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.

24 Aug

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...
Read more

13 Aug

Post
    pogosan on Steam - Thread - Direct
As planned, we’re continuing with the iteration on Season 5. Not without your help, of course, so we’d like to thank you again for sending all the feedback, bug reports, and just playing the game. All of it is invaluable for us to make better decisions when it comes to the season’s direction and the whole gameplay experience.

It’s not a secret that we’re currently working on the next map in the roster to continue the progression - Sleeping Giants. It will unlock Clay tier and will add a lot of new content to the game at the same time. Remember the Okkam with the Rupu shooting on its back from the trailer? You’ll spot it right away when the map comes out (unless it spots you first).

It will also bring a new and improved Rupu behavior and classes, including an entirely new support class of Rupu that help their fellow warriors in battle instead of rushing you all together with wooden sticks, intended to make camp encounters more varied and interesting. Same as we did wi... Read more

10 Aug

Post
    pogosan on Steam - Thread - Direct
- Added Ammo Scroll Rack for Ammo Schematics.
- Add rebindable reload button for remote weapon reload.
- Improved reload visuals, fixed clipping with weapons.
- Increased drop chances of bone axe tools early on.
- Fixed Automatons being able to be placed outside of walkers.
- Fixed being able to net other players' structures on PvE.
- Fixed missing sounds for Hangar Wall with Door.
- Rebalanced Stiletto wing cost, torque, and Health to fit new design.
- Rebalanced Foreseter and Brittle Bone Torso armor to fir new stats.
- Fixed stairs not fitting into floors exactly, creating gaps.

05 Aug

Post
    pogosan on Steam - Thread - Direct
  • Fixed travellig and unstuck crashes.
  • Disabled looting unlocked containers on PvE tiles.
  • Fixed sandstorm crash.
  • ixed Tier 4 axes not harvesting Redwood.
  • Added rare tiers of Campfire.
  • Made official realm more noticeable from the list.
  • Fixed Hoist calculating resources.
  • Fixed Automatons aiming for Scattershot.

02 Aug

Post
    pogosan on Steam - Thread - Direct
  • Fixed crash related to using traveling portals.
  • Fixed Nurrs not attacking walkers.
  • Fixed additional Nurr behaviors.
  • Fixed nurr doing infinite damage to walkers by getting stuck in legs.
  • Fixed issues with mobs sometimes being unresponsive.
  • Fixed damaging structures in rupu camps from large distance not having them attack the player.
  • Fixed Scattershot remaining in the air sometimes.
  • Fixed crashes related to weapons.
  • Fixed crashes related to ranged mobs.
  • Fixed crashes related to getting unsstuck.
  • Fixed crashes related to ground harvesting.
  • Fixed rupus damaging bases with throwing weapons like stones.

10 May

Post
    pogosan on Steam - Thread - Direct
  • Fixed Raptor Walkers not being packable.

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.

08 Apr

Post
    pogosan on Steam - Thread - Direct
In regards to the Ancient City Tablet loot piñatas: Seeing as right now we’re in the process of making the technology grind much less tedious and time-consuming in general, therefore this bug is not entirely affecting our plans too much. At the moment, there are no rollbacks planned. For those of you who got to farm them while it lasted, enjoy the Tablets. For those that did not have enough time, we are committed to continue to improve the technology system and the amount of time it takes to build up from zero.

CHANGELOG

GAMEPLAY

-Baskets and small random loot in Ancient City are no longer loot piñatas full of Tablets.

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 issues related to renaming Walkers.

FIXES & IMPROVEMENTS

-Fix... Read more

17 Dec

Post
    pogosan on Steam - Thread - Direct
FIXES

- Fixed latest server issues resulting in lost connections.
- Fixed client crashes related to claiming.
- Fixed Ballista not taking ammo from Ammo Chests.

04 Dec

Post
    pogosan on Steam - Thread - Direct
INTERFACE

- Added an option to toggle audio when minimized.
- Added 1st/3rd Person perspective FOV sliders.
- Added FOV scaling option to enable fisheye. This time the popular demand was too strong to resist.


BALANCE

- Added Fiery Concoction to the game, a resource that's only obtainable through rare Wandering Merchants that specialize in dealing with ammunition.
- Hellfire Bolts will now require Fiery Concoction to be crafted.


FIXES & IMPROVEMENTS

- Fixed meshing through walls with Scattershots.
- Fixed characters jittering on moving Walkers.
- Fixed player numbers display on World Map UI.
- Fixed Furnaces not being locked when above 50% HP.
- Fixed items disappearing from Walker containers after unpacking (tied with server restarts).

27 Nov

Post
    pogosan on Steam - Thread - Direct
STRUCTURES

- Added projectile trajectory for Catapult and Slingshot back.
- Fixed holes in Stone Doors.


FIXES

- Fixed VOIP not working on some maps.
- Fixed floating after some climbing.
- Fixed losing grappling hook when redeploying.
- Fixed model visuals of Stiletto.
- Fixed shooting Scattershot through some walls.
- Fixed being able to hit things through some walls.

26 Nov

Post
    pogosan on Steam - Thread - Direct
Ancient City
Starting tomorrow, 27th November at 5 PM CET / 11 AM ET, Ancient City will start appearing on the world map!



Explore the remains of a forgotten civilization in search of loot and treasures, but beware the rupu-infested ruins scattered around the city and other hostile wildlife overrunning the area.

Black market traders, who live on the fringe of the nomadic society, tend to avoid crowded oases and often prefer to do their dealings far away from the Flotillian trade stations. You'll find them setting up shops all around the Ancient City and may even encounter special merchants offering Strongboxes to their customers.



Keep an eye out for the... Read more

24 Nov

Post
    pogosan on Steam - Thread - Direct
STRUCTURES / BALANCE

- Increased fragment drop from Rupu Camp effigies.
- Reduced total tech cost to unlock Stone Bases.
- Renamed roof structures to make tutorial clearer.


FIXES

- Fixed spawning of merchants on some oases.

27 Aug

Post
    pogosan on Steam - Thread - Direct
Fixes
  • Fixed VOIP issues.
  • Fixed Weightless Modules not applying to walker packing.
  • Fixed walker packing not stopping when either walker starts safe logging out.
  • Fixed incorrect calculation of walker weight for packing.

18 Aug

Post
    pogosan on Steam - Thread - Direct
We didn’t want to keep you waiting for a full patch, so we’re doing a small “content push” to introduce the Cobra Walker! One of the questions we got on our community question form was Do you plan on adding specialized walkers in the future?, and we think this push answers it. The Cobra Walker is not the only Walker with a specific purpose we plan on adding in the coming months!

Patch Notes
  • Added Cobra Walker - a giant walking defense tower.
  • Fixed Rupu Slings attacking friendly players when private.
  • Fixed grappling hook collision issues on walkers.
  • Updated engine to UE 4.25. Various tweaks and improvements like performance, visuals, etc. (the reason for large size).

Cobra Walker


Like a cobra poised to strike, thi... Read more

22 Jul

Post
    pogosan on Steam - Thread - Direct
- Increased probability of getting modules from volcanic lootsites.
- Increased firebolt health.

- Fixed various client crashes.
- Fixed some cases of getting stuck in walkers.
- Fixed protection bubble being too small in some cases.