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Last Outpost News

HOT FIX 0.8.3

Fixed a bug where Flamebunkers were targeting deployed turrets.

Fixed major localization issues in Spanish and Japanese, ensuring they now match the accuracy of the English version.

HOT FIX 0.8.2

-Fixed rare bug where enemies with health steal could become immortal if healed exactly as the killing blow landed.

-Volt Guard Tower damage reduced from 50 → 35.

Need Playtesters for New Level!

[h2]Hello Survivors[/h2][p]We meet again with an exciting announcement for Last Outpost![/p][p][/p][p]A brand new level is ready for testing and we’re inviting only the first 5 Raiders to join the playtest and help us fine-tune the challenge.[/p][p][/p][p]If you want to play the new level before everyone else, join our Discord and write “I want to test the new level” in the #play-testers channel. You need to have the game in your library to test the new level and provide feedback.[/p][p][/p][p]The first 5 will receive the Playtester role in our Discord Server.[/p][p]👉 https://discord.gg/QxwKkBtA[/p][p][/p][p]Good luck, Raiders. Spots are limited![/p]

HOT FIX 0.8.1

-Fixed an issue with the Outpost Dock building where its dock's collider wasn’t affecting water pathfinding correctly after being built.

Performance Optimizations, Gameplay Balance and Bug Fixes (v0.8.0)

Hello Survivors
[p]We meet again with another content update for Last Outpost![/p][p]This patch focuses on huge performance improvements, bug fixes and gameplay balance adjustments to enhance your experience on the battlefield. Let’s dive into the details together![/p][p][/p][h2]Performance Improvements[/h2][p]Performance was improved by merging all props and environment meshes in Blender, then applying a Decimate modifier to reduce vertex count. This significantly lowered draw calls and improved batching while enhancing compatibility with the game's pixel art style.[/p][p]On the Unity side, occlusion culling was implemented to prevent rendering of off-screen objects more optimally and GPU instancing was applied to high-volume units to reduce CPU overhead during large-scale combats.[/p][p]Here’s some average data to show the impact of these optimizations in action:[/p][p][/p][carousel][/carousel][p][/p][h2]Gameplay Balance[/h2]
  1. [p]Monowheel Spearman unit damage increased from 10 → 20.[/p]
  2. [p]Ghost Rider skill's AoE area increased by 10%.[/p]
  3. [p]Flame Bunker HP increased from 400 → 600.[/p]
  4. [p]Flame Bunker damage increased by 33%.[/p]
  5. [p]Volt Guard Tower damage is now area-of-effect.[/p]
  6. [p]Volt Guard Tower HP increased from 800 → 1200.[/p]
  7. [p]Car anti-air missile cooldown reduced by 50%.[/p]
  8. [p]Adjusted wave and economy balancing on the "Last Hope on a Dead Lake" level.[/p]
  9. [p]Fixed some building placements for better combat efficiency.[/p]
  10. [p]Daytime speed increased by 20% to improve gameplay momentum.[/p]
  11. [p]Applied power balancing tweaks to enemy wave compositions.[/p]
[p][/p][h2]Bug Fixes[/h2]
  1. [p]Fixed unit revive bug where the revive bar would freeze and never spawn the unit.[/p]
  2. [p]Fixed an issue with the Mob Info UI not displaying correctly when a wave contained a Boss unit.[/p]
  3. [p]Fixed Monowheel rotation bug and smoothed its movement. Previously, it would go underground at low FPS values weirdly.[/p]
  4. [p]Fixed Monowheel range particle not showing properly during deployment.[/p]
  5. [p]Fixed immortal unit bug where some units wouldn't die properly. This rare bug could make the level unplayable under certain conditions.[/p]
  6. [p]Fixed unit revive bug that caused revived units to behave incorrectly.[/p]
  7. [p]Fixed a bug where resource globes couldn’t be collected at low FPS, causing them to remain stuck.[/p]
[p][/p][p]This update brings the game one step closer to full release. We're working hard on exciting new content, features and we have plenty of surprises waiting for you. Stay tuned![/p][p][/p][p]That’s all for now. See you in the next update![/p][p][/p][p]Have fun and survive, Raiders![/p]