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Last Oasis Season 6 Announcement

[p]
It is time. Finally, Season 6 Chapter One is just over the horizon.

S6: Ch 1 marks a major destination and turning point for us and for development of Last Oasis. It is the culmination of multiple years and thousands of hours of development, testing, and feedback. There isn't much left to say except we hope we've managed to provide an experience that is both nostalgic and fresh.

On February 27th we will wipe all official servers and commence a stress test that will last through the weekend. This is a last check for stability and to validate a few things related to the server provider. Assuming the stress test does not reveal any major issues, we will conduct another wipe and launch Season 6 on March 6th at 10am EST. As a reminder, under the new Chapter model, we will expect full server wipes and resets every ~8 weeks, so expected Chapter 1 to last until early May.

Unfortunately, we will be launching the Season without Xbox compatibility. There is one small issue we just haven't been able to solve and as a result we have not been able to gain certification. We are still actively working to resolve the issue and will restore Xbox functionality as soon as possible. [/p][p]---- [/p][p][/p][p]We will release a full set of patch notes on the day of launch, we just wanted to quickly recap our development focus for Season 6. We are confident we have improved the game in a variety of ways, but we understand there is significant work remaining. We hope that this is another major step towards rebuilding trust with the community and earning your assistance in making Last Oasis the game it deserves to be.

Events[/p][p]We put a ton of working into making Last Oasis event-focused. Between more on-map events, like overhauling meteors, creating unique team-based POIs on every map, and making event tiles a major progression focus, we wanted to create reliable ways that you could find other players to engage in combat with and, on the flip side, there was always something worth prioritizing.

While we know that a lot of the events still require significant development, both in terms of aesthetics and in gameplay, we have seen throughout testing they largely achieve their intended objectives.

PvP Balance

While PVP in an open world sandbox will never be "fair", we have put significant guardrails in place to both make the experience more accessible for new or less experienced players, such as the Anti-Personnel Turret, which provides automated defense for walkers, and to limit power-scaling associated with numbers, such as prioritizing small and medium clan tiles, walker crew limits, and walker power limits.

We have also made major mechanical and balance changes, which makes fully wiping a Walker's deck more difficult and makes fully zeroing walkers more difficult.

And More

Realistically through development of Season 6 we worked on nearly every part of the game, far too much to add into a post. Fortunately, some members of the community have been playing and testing along the whole time, and Theodas has made an excellent recap video which touches on all of the major gameplay changes. It's very well done and timestamped, so if you're curious about something you should be able to find the answer here.

[dynamiclink][/dynamiclink]----

We're sure you all have tons of questions about what is next, what are we thinking, when will we address x, y, and z. However, at this point, we've been developing without validating anything for a long while now, so it is simply time to turn it over to you and sit back and watch and see how things play out. We will be sure to keep you up to date with our thoughts and observations as the chapter progresses. We hope you're as excited as us and hope to see you all soon.

Steel yourselves, Nomads. The sands await. [/p]

Hotfix 44861

Hotfix 44861
  • [p]Adjust scattershot penetration to result in better damage scaling across tiers[/p]
  • [p]Fixed outdated mods not being updated properly[/p]
  • [p]Fixed KOTH Walker progressing in Trade[/p]
  • [p]Fixed trade protected players taking damage[/p]
  • [p]Fixed APT client side sound and animations
    [/p]

Update 44848

[p]Today's update re-enables Easy Anti-Cheat. When launching the game, you will be presented with a launch option to enable or disable EAC. If you launch without EAC enabled, you won't be able to join official servers and vica versa, if you launch with it enabled you won't be able to join modded private servers.

This may also fix the current issue with hosting private servers, it is on our radar and we are continuing to troubleshoot.
[/p][h2]Anti-Cheat[/h2]
  • [p]Re-enabled Easy Anti-Cheat[/p]
[hr][/hr][h2]Gameplay Changes & Balance[/h2]
  • [p]Reduced iron ingot cost for concrete base[/p]
  • [p]Change spare part upgrade time to 1 second[/p]
  • [p]Disabled mountable nurr[/p]
  • [p]Disabled unlimited vertical building on ground[/p]
  • [p]Adjusted perk points and perk costs[/p]
  • [p]Reduced armor penetration of scattershot[/p]
  • [p]Adjusted which structures can be built on event maps (prevent foundations, rupu slings, and MTX only)[/p]
  • [p]Adjusted the way worm and detonation damage interact with each other and their impact on walkers[/p]
  • [p]Disabled battlefan supercharge when walker is over crew or walker power is exceeded[/p]
  • [p]Added interactable to set spawn point separate from steering levers[/p]
[hr][/hr][h2]Trade & Protection[/h2]
  • [p]Implemented trade station auto-tethering to prevent pushing walkers out of trade[/p]
  • [p]Reset clan use permissions of walkers that burn inside of a trade packer (fixes embark issues)[/p]
  • [p]Ignore packing stop induced by damage events for Trade Walker Packer[/p]
  • [p]Set trade protection restoration rate to 25% (4 seconds outside of trade = 1 second of protection)[/p]
  • [p]Set protection timer for PvP-tagged walkers to 15 minutes (no longer resets when leaving trade)[/p]
[hr][/hr][h2]Fixes and Improvements[/h2]
  • [p]Fixed Kali Spires pyramid exploding instead of submerging[/p]
  • [p]Fixed Kali Spires camp pieces floating[/p]
  • [p]Fixed Ancient Towers spawning underground[/p]
  • [p]Spawned cotton in Kali Spires[/p]
  • [p]Fixed volcanyon brine lakes and hide interactable when lake is depleted[/p]
  • [p]Reduced the number of large rocks on Sleeping Giants[/p]
  • [p]Fixed Ancient Rupu camp rig[/p]
  • [p]Fixed War Mob rigs[/p]
  • [p]Fixed quarry foliage interactions[/p]
  • [p]Fixed trees not falling when harpooned and adjusted physics[/p]
  • [p]Fixed status effects and perks not persisting when traveling[/p]
  • [p]Fixed KOTH progressing inside of trade station[/p]
  • [p]Fixed fire arrows dealing damage inside the trade station[/p]
  • [p]Restored all projectiles inheriting velocity from walker movement[/p]
  • [p]Fixed fire doing damage through objects[/p]
  • [p]Improved Worm Attractor SFX[/p]
  • [p]Fixed lava papak spitting gas[/p]
  • [p]Fixed papak not using tongue attack and various behavior changes[/p]
[hr][/hr][h2]Visual & Audio[/h2]
  • [p]Added cyan particles to legendary items when equipped[/p]
  • [p]Improved Worm Attractor SFX[/p]
[hr][/hr][h2]UI & Misc[/h2]
  • [p]Reverted some chat widget changes[/p]
  • [p]Fixed various crashes[/p]
[hr][/hr][h2]Modkit Updates[/h2]
  • [p]Exposed functions and variables for MistStructureModuleComponent[/p]
  • [p]Exposed functions and variables for MistWalkerTorqueGeneratorComponent[/p]
  • [p]Exposed variables of MistItemPerk[/p]
  • [p]Exposed MistCharacter:OnKillTarget event[/p]
  • [p]Added KilledCharactersIdsList array[/p]
  • [p]Exposed MistEquipmentComponent item slots[/p]
  • [p]Exposed OnRegisterWithStructure events[/p]
  • [p]Implemented OnPartRegistered events[/p]
  • [p]Exposed functions and variables of MistCharacter[/p]
  • [p]Exposed functions and variables of MistCharacterCustomization[/p]
  • [p]Exposed functions and variables of MistPlayer[/p]
  • [p]Exposed functions and variables of MistOasisGameMode[/p]
  • [p]Exposed MistMeleeCombatComponent[/p]
  • [p]Exposed SetPlayerState[/p]
  • [p]Exposed MistInventoryComponent functions[/p]
  • [p]Exposed IMistAutomotonPlatformInterface[/p]
  • [p]Added ServerSetStat method[/p]
  • [p]Added EMistActionModifier[/p]
  • [p]Exposed variables of MistTetherComponent[/p]
  • [p]Added option to disable perks from MyRealm[/p]

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]