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Season 6 Tile Spawning Test is Live Now!

[p]The test is live now on the official public servers!

As discussed, the test will run for approximately two weeks and focus on our new tile spawning system. We will go through the full progression at an accelerated pace:

3x XP
2x Harvesting

Ensure that you're on the default branch as shown below.[/p][p][/p]

Seasons 6 Test Update

[p]Greetings, Nomads! The test will take place on official servers just as the last test did. No launch parameters are required and ensure that you have selected the default branch "None" in beta options, as shown below.
[/p][p][/p][p]All servers will go down shortly for approximately two hours, after which the test will begin!

Also, as a bit of a house-keeping announcement, upon the launch of Season 6, we will be shutting down the S4 backend, so you will no longer be able to host servers based on the S4 version of the game. Plan accordingly.

[/p]

Season 6 Test!

[p][/p][p][/p][p]Greetings, Nomads![/p][p][/p][p]As we told you at the end of the most recent test, there were three major hurdles standing between us and the release of Season 6 - Xbox certification, automatic tile spawning, and ensuring we have adequate server support. In order to get it all done, we thought we needed to expand our team and add some additional skillsets, so we’d like to introduce the newest member of Donkey Crew, Rarp![/p][p][/p][p]Hey all, I'm Rarp! Super excited to be joining the team as a developer. I've been around LO since the beginning of S1, so it feels amazing to now be on the other side helping shape the game. I've been a software engineer for about 15 years (mainly in business development), and I've dabbled in game dev through side projects; but this is my first chance to work on a game with such a dedicated player base. Can't wait to dive in and help push things forward![/p][p][/p][p]Rarp has been working through the summer getting up to speed on the backend and our Xbox situation and has made a lot of progress towards achieving our goals.[/p][p][/p][p]Initially, we investigated moving to Nitrado’s Game Fabric service, which would give us additional flexibility when it comes to hosting tiles on demand and scaling our support throughout the shorter 8 week seasons, but ultimately decided that it isn’t the priority worth pursuing at this point. However, it should not prevent us from having adequate servers as we go forward.[/p][p][/p][p]For Xbox, we see the light at the end of the tunnel, though perhaps it’s just a little bit early to declare victory entirely. We will keep you posted and it is our full intention to support Xbox at Season 6 launch.[/p][p][/p][p]The meat and potatoes here is the automated tile spawning system. While we acknowledge there are some limitations around our design related to tile progression throughout the season, we think that one of the major successes of last season was keeping tiles densely populated and maximizing player interactions. When we set out to design a tile spawning system, we wanted to ensure that it would enable us to spend less time manually operating each season, but also that it maintained its flexibility. A weakness of previous seasons was that the algorithm could not adapt fast enough and many regions were left sparsely populated, leading to empty maps and reduced player interactions.[/p][p][/p][p]So, we have an all new tile spawning system, and you know what that means: a test! We had a lot of internal debate about test fatigue. We get it, we’re ready for the season as well. Something is just different when it’s “for real”. But this is a really important one to run through its paces at least once. The test will run for approximately two weeks for PC users only. It will be on an accelerated timeline and progress through the full season with increased XP and Gathering rates. We are working through the last few details but the goal is to start the test on Friday, October 3rd. We will announce further details about how to join the test on the day we actually start.[/p][p][/p][p]But wait, there’s more! There were some bugs and balance issues still lingering at the end of the test and of course we couldn't resist adding even more content, so see the full changelog below.[/p][p][/p][p][/p][p][/p][h3]New Features & Content[/h3][p]
Implemented Broken Tusker POI in Kali Spires
Readded gunpod ballista
Implemented Torque Chest with 50k storage
Implemented “Gambler Nomad” at Trading Station
Implemented Perk Tree System
Reworked Poaching Hut to work as a "King Of The Hill" event (3 clan members required)
Implemented new KOTH Walker Event (like the old LOC modded server)
Implemented Remote Containers System for Crafting Stations
Added checkboxes to crafting stations and containers UI to enable/disable remote items Transfer
Implemented chests decorations
Added new pyramid POI on Kali Spires
Implemented "Worm Attractor" placeable structure to respawn the Worm on worm maps after it's killed
[/p][h3]Balance & Adjustments[/h3][p][/p][p]New ammo chest mesh
Correctly setup rupus melee difficulty and loots
Set rupus HP proportional to their loot and melee difficulty
Rupu sling HP 600 → 1200, inventory size 15 → 30
Reduced Scattershot base damage, slightly increased penetration
Increased ballista damage to compensate for distance falloff
Slowed down gunpod ballista
Disabled ballista on Raptors
Increased Winged Helmet durability ×2
Re-enabled player slots protection when below level 10
Set almost broken structures to melee-only damage protection only when built on walkers
Reworked contaminated / toxic / clear water planes
Reduced cost of Woodworking Station Tier 2
Increased XP from physical mobs
Nerfed Balang and Silur legs HP
Made Automatons count against clan cap
Removed debuffs from Automatons
Added map icon to quality upgraders + reduced spawn quantity
Set the max amount of APT to 1 for all default walker RIGs
Removed APT from Domus Walker
Moved walker climbers from edge spot small to cosmetic spot, also moved trip wire and spike traps from edge spot small to small spot
Allowed Charged Roks in ammo chest
Set walker torque boost when sprinting to 75% with 1 wing and 50% with no wings Removed difficulty from rupu names Reduced Firestone Longblade damage
[/p][h3]Fixes[/h3][p]
Fixed MistHUDTargetInfoWidget not displaying the correct Health
Fixed worm and large cactus sound as wood when walking on it
Fixed worm not spawning as quality
Fixed proxy walk distance not replicating correctly
Fixed walker parts not requiring schematics for quality crafts
Fixed bases auto-repair formula
Fixed Max Tile Walker Power value not set correctly
Fixed Walker Overcap message not going away
Fixed proxy cannot travel after being deployed and then undeployed
Fixed ammos loottables
Fixed Kali Spires loots and structures not spawning
Fixed Ancient Towers POI spawning underground in Kali Spires
Fixed asteroid camera shake
Fixed raptor skywalker wings not moving
Fixed walker overcap message spam
Fixed siege weapons trajectory being visible to everyone
Fixed Lumbermill and trees not falling with harpoons
[/p][h3]Optimizations & Quality of Life
[/h3][p]Optimized Worm scales LODs and collisions
Added dropping to ground excess harvested items
Removed goo from purification station, added wooden gear
Adjusted purification station normal water recipe (reduced sand)
Removed clay ground from Kali Spires
Added harvestable clay meshes to Kali Spires
Improved asteroid trajectory
Improved all catapult bombs visual FXs
Added sand dust trails to Worm
Removed tablet strongbox sellers from AC and all Flotilla Traders
Added 100,000 XP reward when killing the Worm
Improved VOIP audio compression and limiter
Forbid disassembling zeroed walkers
[/p]

Rise of the Long One

Keep your eyes on the horizon, nomad. The beast awaits.

Structures & Crafting
Fixed building allowed on Kali Spires rocks
Disabled schematics refund when disassembling structures
Disabled quality upgrading for phosphorus and nibiran ingots
Removed schematics from iron ore crafting
Increased upgrade costs for clay, hollowbone, and shardrock
Added rope recipe (fiber + rupu vine) to T2 and T3 fiberworking stations
Fixed Furnace UI and autostarting when placing fuel
Enabled nibiran ingot crafting in T2 furnace
Increased fat required to harvest iron ore
Increased sulfur output from scattershot harvesting
Decreased aloe gel cost in Cloth Bandages
Fixed modkit not able to cook more than 100 assets
Converted legs and wings to premade crafts with standardized/rebalanced costs across tiers
Optimized vault collisions and Kali Spires foliage and props
Armor durability changes: reduced from APT and rupu darts, increased from sulfur bomb
Increased rupu sling maintenance factor, adjusted its cost
Made rupu sling Medium Armor with 600 HP

Walkers & Modules
Fixed base respawn and module packing
Fixed proxy walker hatch container and interactable inventories
Fixed module machine functionality
Fixed repeater inventory size (was incorrectly 500 slots)
Fixed not being able to climb out of steering levers cage
Allow setting spawn point on steering levers
Disabled opening walker upgrade tab by default
Fixed Camelop walker upgrades and added 8 liquid slots
Reduced Falco reverse speed
Adjusted Buffalo and Falco torque power for wings and spare parts upgrades
Disabled gunpod on Raptor and fixed gunpod collisions
Improved toolpod inventory access
Fixed repairing walkers while in combat

Combat & Weapons
Fixed Race Dust giving unlimited stamina
Ballista damage now scales with distance (more damage at longer range)
Weapon ammo balance adjustments (mostly decreased iron ammo damage)
Set all siege weapons to only take melee damage below 20% HP (excluding APT)
Fixed Sinus Destroyer incorrectly applying to edge weapons and automatons
Reduced automaton damage by 25%
Rebalanced melee weapons and armor to improve end-game scaling and armor variety. End-game weapons should now be stronger against end-game armor, but not overpowered against lower tier armor.

Items & Inventory
Increased sawblade container stack size to 300 and 400
Added worm silk to Winged Helmet
Fixed armor reduction quality scaling (was a factor, now correctly a bonus)

UI & Visuals
Fixed target HUD health animation
Fixed Auger not blocking camera view
Fixed asteroid screen shaking

Quests & NPCs
Fixed relic hunter selling quality 0 schematics
Fixed “Clear Rupu Camp” quest (for real this time... probably)

Test Update

We want to thank everyone who participated in the test thus far. Your feedback continues to be critical in improving the game. Today’s patch addresses most of the major and critical outstanding issues and should allow you to continue progressing. Unfortunately, we have still not received Xbox certification and once again must push forward without Xbox. We hope this time around the disruption will not last as long. However, we will be holding off on spawning Worm Event Tiles until access is restored.

We’ve seen tons of questions about the next steps and what our plans are from here. For now, we’ll keep the servers up and allow the test to continue to run uninterrupted. We may provide periodic balance and polish updates as they make sense, but our focus will start to shift to preparing for the launch of Season 6.

We don't have any projections yet for when that might be. There are a few substantial tasks that need to be accomplished before launching the season, and we’ll keep you up to date as things progress.

The first one is tile spawning. During this test, we manually set new tiles to spawn. It was not really manageable and we made several mistakes along the way. If we are able to grow the populations - and thus servers - it will become even more unmanageable, so it isn’t a sustainable option.

The second is some changes Xbox’s Multiplayer API which adds some additional functionality for joining game sessions for Xbox players.

And lastly is making sure in the future we’re able to scale up the amount of available servers to meet demand, unlike the first part of this test.

It is likely one or more of these tasks will eventually require us to take servers down for some amount of time and we’ll keep you informed when/if it happens.

Again, thank you for all your time spent playing and providing feedback. It is our honor to be the stewards of Last Oasis and make it the game we all know it can be.

Balance
  • Reworked forager/lumberjack modules
  • Moved Wyndan Gear to crafting bench
  • Replaced Hollowbone in Advanced Furnace with Shardrock
  • Removed soft, medium, and hard damage from the saw
  • Reworked sawblade tool harvesting yields of physical mobs
  • Added internal inventory to sawblades
  • Allowed worm silk to be harvested by lower tier sickles
  • Increase rokker pitch and yaw rotation and reload time by 25%
  • Set stompers and furnace to use Crafting Modules
  • Disabled crafting modules inside trade and slowed crafting by 50%
  • Added crafting, packing, and respawn modules for bases
  • Adjust Kali Spires loot templates again
  • Kali Spires Rupu Camp adjustments (less firebrands, less repeaters)
  • Increase T4 walker and Hornet and Tusker wing HP
  • Increase T3/T4 leg HP
  • Increase ballista bolt damage
  • Increase quality walkers parts HP bonus
  • Increase scrollrack stack size to 100 and stacks to 75
  • Increase Falco speed, tweaks to wing torque and HP



Improvements and Fixes
  • Fixed rupu sling aiming accuracy
  • Synced trajectory of rupu rocks with clients
  • Fixed proxy claim set within prime time for each region
  • Fixed module crafting machines and recipes
  • Fixed proxy walker distance replication/displayed value on widget
  • Fixed quality large mobs not spawning correctly
  • Fixed module machine smoke not showing during the entire craft
  • Fixed explosive repeater darts damage falloff
  • Fixed phosphorus and salt crafting recipes requiring schematics
  • Fixed walkers being able to be pushed out of trade (Forever?!)
  • Fixed Proxy walker not being able to travel
  • Fixed PvP tagged walkers getting 6h timers in trade instead of 15 minutes
  • Fixed wingsuit jittering issue
  • Fixed characters getting stuck in manning walker movement on clients
  • Added 30s activation timer to APT when zoning into the tile
  • Fixed physical mobs ragdoll location desync on clients, improved ragdolls
  • Fixed poaching hut and ammo chest meshing
  • Fixed water bag meshing
  • Fixed quality armor reduction being set as a factor instead of a bonus
  • Fixed water lake depletion, adjusted Brine Lake size/location
  • Fixed Module Machine spawn location on KS
  • Fixed allowed items in Auger
  • Fixed Camelop not being able to harvest lava


Optimization
  • Optimization pass on Gogo AI and skeletal mesh
  • Optimized claiming component and claiming manager replication
  • Set soil mound to last 5 minutes
  • Asteroid map foliage pass
  • Placeable/equipment meshes/LODs optimizations
  • Improved Shaman Pit networking and logic


Modkit
  • Allowed modding on development builds
  • Exposed MistLiquidComponent variables to BP