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Hotfix 44660

[h2]Gameplay & Balance[/h2]
  • [p]Added a MinDistanceToSameStructures allowing configuration of the minimum placement distance between structures.[/p]
  • [p]Set Rupu Sling MinDistanceToSameStructures to 5 meters.[/p]
  • [p]Tier 1 rigs are now unlocked by default if the player has already unlocked the corresponding walker technology.[/p]
  • [p]Replaced Tier 3 asteroid clay lump loot with iron ore.[/p]
  • [p]Added small clay lump drops to Tier 2 asteroids.[/p]
  • [p]Implemented flot rewards on character level up:[/p]
    • [p]Levels 1–14: 50 flots per level[/p]
    • [p]Levels 15–29: 100 flots per level[/p]
    • [p]Levels 30–44: 250 flots per level[/p]
    • [p]Levels 45–60: 500 flots per level[/p]
    • [p]Bonus rewards:[/p]
      • [p]Level 15: 1,000 flots[/p]
      • [p]Level 30: 2,500 flots[/p]
      • [p]Level 45: 5,000 flots[/p]
      • [p]Level 60: 10,000 flots[/p]
[hr][/hr][h2]Structures & Placement[/h2]
  • [p]Forced placeables that cannot be mounted on walkers due to unavailable rig slots to be repacked instantly instead of being destroyed.[/p]
  • [p]Fixed Blacksmith Station collision issues.[/p]
  • [p]Optimized LODs on several structure meshes.[/p]
[hr][/hr][h2]Walkers & Systems[/h2]
  • [p]Fixed walker proxy protection end time not updating correctly.[/p]
  • [p]Fixed some logic for walkers, Battle Fan, and Sawblade components which was preventing meshes, sounds, and effects from ticking correctly.[/p]
  • [p]Disabled persistence on the Koth Walker to resolve a crash loop.[/p]
  • [p]Implemented claim end logic in the Koth Walker component.[/p]
[hr][/hr][h2]Combat & Animation[/h2]
  • [p]Reverted recent quick attack animation changes.[/p]
  • [p]Fixed an issue where character attachments would not reset after opening the wingsuit.[/p]
[hr][/hr][h2]World & Maps[/h2]
  • [p]Performed foliage optimization passes on:[/p]
    • [p]Asteroid map[/p]
    • [p]Sleeping Giants map[/p]
    • [p]Cradle map[/p]
  • [p]Respawned iron foliage in the Crater map and added three new mesh variations - this fixes iron not spawning as quality.[/p]
  • [p]Improved Worm Attractor lighting.[/p]
[hr][/hr][h2]Art & Assets[/h2]
  • [p]Imported a new cotton plant mesh with reduced LODs.[/p]
  • [p]Optimized Automaton textures.[/p]
[hr][/hr][h2]UI, Tech Tree & Data[/h2]
  • [p]Added missing tech tree points.[/p]
  • [p]Fixed incorrect tech tree icons for Flotillans walker parts.[/p]
  • [p]Removed duplicate recipes from the wiki.[/p]

Hotfix 44597

[h3]Gameplay Changes[/h3]
  • [p]Reduced Bone Breaker potion effect to +50% damage for 5 seconds.[/p]
  • [p]Implemented new logic for Bone Breaker potion[/p]
  • [p]Moved Wyndan’s weapons from the Crafting Bench to the Lathe to reduce crafting clutter.[/p]
  • [p]Moved Ceramic Axe from the Lathe back to the Crafting Bench.[/p]
  • [p]Set APT armor classification back to Medium.[/p]
  • [p]Set APT activation delay to 60 seconds.[/p]
  • [p]Added Human Sling, unlocked with the Rupu Sling.[/p]
  • [p]Allowed redwood and lightwood to be burned for ash and coal in furnaces, campfires, and lamps.[/p]
  • [p]Drop items from container that is destroyed when Walker RIG exceeds allowable structures.[/p]
[h3]Combat & Weapons[/h3]
  • [p]Fixed various perks that were not working correctly, including adding missing bolt and dart damage to their corresponding perks.[/p]
  • [p]Fixed certain weapons missing Quick Attack animations.[/p]
  • [p]Optimized meshes and LODs for siege weapons and various structures for improved performance.[/p]
[h3]KOTH (King of the Hill)[/h3]
  • [p]Reworked claim duration logic.[/p]
  • [p]Fixed remaining claim-time display when observing a KOTH actor.[/p]
  • [p]Improved Koth Walker map widget[/p]
[h3]User Interface[/h3]
  • [p]Fixed chat UI randomly wrapping text.[/p]
  • [p]Increased Poaching Hut icon size.[/p]
  • [p]Fixed Wiki recipes overflowing past screen width.[/p]
  • [p]Set UsedWalkerCap to 0 in map tile details (temporary until backend implementation).[/p]
  • [p]Fixed Flotillian Walker Parts tech tree name.[/p]
[h3]ModKit Improvements[/h3]
  • [p]Implemented Import Mod button.[/p]
  • [p]Added SlowTask windows when searching assets via AssetRegistry (better feedback during long tasks).[/p]
  • [p]Fixed adding mod references.[/p]
  • [p]Fixed ModKit Steamworks API issues.[/p]
  • [p]Fixed ModKit crashes and general compatibility problems.[/p]
  • [p]Exposed additional functions to Blueprints.[/p]

Final Test Update and Modkit 2.0

[p]Greetings, Nomads!

We want to thank everyone who participated in the current test. Your feedback continues to be invaluable in solving issues and preparing for the season release.

The new tile spawning system worked very well and sets us up to be able to run seasons with a lot less overhead on our part, which lets us spend more developing and responding to issues we see during gameplay. Of course there were a few issues and hiccups as we learned how the new system would respond, but everything is set up nicely and lessons learned documented going forward.

Today’s patch is a final clean up that should resolve most of the major outstanding issues. It ended up being quite a lot of fixes, which you can see in the changelog below. These include some QoL changes, bug fixes, and some polish.

Now the major efforts standing between us and Season 6 are EAC and Xbox certification. [/p][p]
Between the previous test and this one, our current implementation of EAC was deprecated, and we had to add in the new Epic Online Services EAC implementation in order to restore anti-cheat functionality. That effort is nearly complete and is being tested internally.[/p][p]
We don’t have any satisfying updates on Xbox progress, but we are still working on it and the plan to recertify Xbox prior to the launch of S6 has not changed.

Modkit 2.0
[/p][p]While we wait, we've decided to release all the latest fixes in the most recent patch, which also includes the new version of the Last Oasis ModKit!

This new version of the ModKit will invalidate all existing mods and will require a few minutes of work to get working again, but it will finally allow you to easily work on multiple mods with shared or conflicting assets, and not lose changes with every subsequent game or ModKit update.
[/p][p]To fix existing mods, in addition to the basic documentation in this link [/p][p]https://drive.google.com/drive/folders/1QqS5Z32g07FLpTja2g6oCUJ3YeJnqND1

You can read this short guide that will allow you to fix your mods and make them work again in the new version of the modkit and the game.
[/p][p]https://docs.google.com/document/d/1VHZTpzI3CgacgyHTwb017DIjjKXGaa0vvQ3dygjl_HA/edit?tab=t.0

Changelog:
[/p][p]Changes[/p]
  • [p]Added new auction strongboxes[/p]
  • [p]Added missing items icons[/p]
  • [p]New Worm Tincture icon[/p]
  • [p]Reworked all potions sounds and effects logic[/p]
  • [p]Improved chat widget formatting and active vitamins widget location[/p]
  • [p]Scale schematics selling price with quality at trade station quickseller[/p]
  • [p]Allowed safelogging enemy walkers[/p]
  • [p]Enabled quality for treasure maps items, set the loot quality always equal to the used map quality[/p]
  • [p]Added weapons missing icons + added new module components icons and world meshes[/p]
  • [p]New sawblades icons + fixed module components icons not having mipmaps[/p]
[p]
Balance[/p]
  • [p]Balance pass on APT damage and behavior[/p]
  • [p]Rebalanced Kali Spires rupu drugs.[/p]
  • [p]Disabled steering lever damage to prevent keeping a walker in combat by hitting steering levers
    Add more resource options to the Bring Items quests and adjust probabilities and flot rewards for all quests[/p]
  • [p]Move clay from T2 to T3 asteroid and iron from T3 to T4. [/p]
  • [p]Change Wyndan Warhammer from Iron Ore to Ingot[/p]
  • [p]Small buff to harvesting clay with toolspade and pick[/p]
  • [p]Rebalance fiber and rupu fur sandals[/p]
  • [p]Set Papak armor to Medium[/p]
  • [p]Toned down Broken Tusker loot[/p]
[p]
Fixes and Improvements
[/p]
  • [p]Fixed Artisan Soil Auger bugged while drilling[/p]
  • [p]Set armor damage reduction quality factor as % instead of a flat bonus[/p]
  • [p]Adjusted Loot location on top of Large Rupu Camp in Kali Spires to be outside of rock hitbox.[/p]
  • [p]Fix Redwood Gloves being incorrectly named[/p]
  • [p]Fixed Poaching Hut map icon not showing[/p]
  • [p]Optimized more foliage meshes and collisions[/p]
  • [p]Spawn default walker parts constructions sites by default after the walker hull is built[/p]
  • [p]Fixed spider legs to use the new precrafted legs system[/p]
  • [p]Fixed Broken Tusker RIG[/p]
  • [p]Fixed Broken Tusker parts collisions and spawn locations, added global chat announcement on spawn[/p]
  • [p]Fixed Furnaces not working when using crafting modules[/p]
  • [p]Fixed KOTH events not working
    [/p]
[p]A special thanks goes to Max Stovall for making the new icons and 3D models of the Modules Components.[/p][p]
[/p]

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]