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Giant Walls & Giant Gates

The whole team is back in the office after the holidays and are already hard at work! We’re excited to push our first patch of the year and introduce a few new things, plus some fixes and improvements.

[h2]CHANGELOG[/h2]

STRUCTURES & BASES

-Added Giant Walls, as well as Giant Wall Gates. This additional type of base defense is geared towards clans protecting strategic locations in their claimed Oases.
This type of base defense is only available to the clan owning the Oasis.
-Added Giant Wall Packers: These structures are used to pack the new Giant Walls and Gates.
-Fixed being able to build Walls on Floors/Roofs by rotating them 180°.
-Updated Rupu Sling description.
-Fixed being able to build a Lumbermill while players are inside the placement hologram.
-Fixed Lumbermill not working with any tree except Redwood and Pine.

BALANCE

-Added Bent Wooden Planks: New resource which is utilized in the construction of Giant Walls. It can be crafted in the Lumbermill, using Wood Logs(resource acquired when dragging trees to the Lumbermill).
-Mollusk Raider Wings cost is now consistent with its tier.

WALKERS

-Fixed an issue that would cause favorite Walkers to unfavorite after being packed.

INTERFACE

-Added a new tab in Trading Stations, displaying Trade History.
-Removed the ability to create Buy orders for an item which does not yet exist in the game.
-When a Walker might be packed and is not going to be migrated, a warning should now display in the Favorite Walkers window.
-Improved warning messages regarding Walkers which are favorited, but in danger.
-It is no longer possible to unfavorite a Walker from the map lobby UI section. This change is done so that we avoid the possibility of players removing a Walker from favorite by missclicking.
-Fixed incorrect descriptions on Spider and Firefly Walkers.
-Updated Ammo Chest description to properly explain it’s usability on Walkers and Bases.
-Fixed Elemental and Celestial Tablets having the same description. Each should have it’s unique description now.
-Fixed inconsistent Water Bag naming across the game’s UIs.

FIXES & IMPROVEMENTS

-Fixed an issue regarding Flots disappearing.
-Fixed smaller typos in item descriptions.
-Cleaning up and improving Trade Station stuff.
-Fixed incorrect Killin respawn time.
-Fixed being able to build on Killin Nests.

[h2]QA UPDATE ABOUT SUICIDE DINGHIES[/h2]

Throughout December of last year we've gotten a great deal of player feedback in regard to improvised Walker bombs. "Suicide Dinghies", "big bombas", or "Hydra bombs", as some players have nicknamed them - Truly a terrifying evolution of the Nomadness Bomb. During the holidays we didn't have much time to work on it, but we did collect as much feedback as possible. Many thanks to the players that shared clips of this being used in real combat scenarios.

So, in addition to this week's update, we'd like to also get a few words in about a subject for another update: As well as working on the new content, our game design and gameplay team have been busy at work on both balancing and improving this mechanic, so that its both visually and mechanically more interesting. Balancing it so that players can properly react to it is a key point we're working on, but we will also be improving visual and sound effects. It's important to remark this is not a bug, nor an exploit. It's an intended game mechanic, but right now it's not well balanced.

[h2]GIANT WALLS AND GIANT GATES[/h2]

[previewyoutube][/previewyoutube]





This week, we’re introducing some real big walls. The idea behind these was to help create a stationary base that provides ample protection. While the walls are designed to be used by larger clans, as they can only be placed by claim owners, their production is slow and tedious, which makes it a perfect opportunity for smaller clans or even solos to capitalize on producing and selling special planks for them.

The walls themselves are high enough to block the line of sight of even the largest Walkers, allowing them to protect whatever is inside until the walls come down. In addition to those, there is also a convenient sliding gate that fits any Walker and an ability to build on top of the giant walls for additional protection, weapons, or anything else you might need.

[h2]COMMUNITY QUESTIONS[/h2]

Remember to join our Discord! You’ll see a link to a form where you can submit questions to the devs in #announcements. Check out our Living FAQ first to see what we’ve already answered!

Q: What other optimizations are you adding now that ini is gone? A: As we've mentioned before, we're continuously working on optimization and almost every update includes some improvements. We're planning on continuing doing that moving forward as well, and also looking into introducing more of the hidden ini settings to game options directly.

Q: Are you planning on adding more features to existing maps, like Ancient City? A: We don't have any specific plans for expanding older maps, but if there's a feature coming out that makes sense to be put there, we'll update them. That can include new enemy types, new merchants, special events and weathers, and so on.

Q: What is your direction with ship weapons? It’s been a few patches now without any changes to them. A: Generally, we'd like every weapon and ammo to have their own purpose on a walker. Some are good during boarding, some for area denial, some allow sniping people from a distance, and so on. We wouldn't want to jump between completely different balances every other update though, like we did a few times in the past. That just breaks the whole game and doesn't allow a meta to actually develop. We do have some ideas for changes and new weapon additions (for players, but not only...) and we'll be testing those out to come in later.

Q: Are wingsuits working as intended? Or do you plan to add something like durability loss during use? Currently they have no counterplay. A: We wouldn't want to make Wingsuits worse or less fun to use. That would be silly. We will, however, be considering more ways to counter them with new ammo types or new tools altogether.

Q: How is development on the Xbox port going? A: We're approaching finishing steps when it comes to the port itself and having it thoroughly tested, which will take a bit of time as well. Not looking at any delays and we'll share the exact date once we're 100% sure to avoid any. No one likes to take time off work and then release is moved last minute.

Q: Since you are doing seasonal wipes, will you turn off the map scorching mechanic since this was what made the game different but is now obsolete due to seasonal wipes now being a thing? A: Like we said before, we're not set for the final game to have seasonal wipes and are doing them during Early Access when they're required for technical reasons rather than gameplay. If we end up sticking to them for good, we'll most likely adjust the mechanic, but it still significantly drives the gameplay by making claims and economy much more dynamic.

Q: Are you still doing ban waves? A: Waves are more rare now, as the majority of bans happen as soon as a cheater is identified, so we're not waiting for a large number to get rid of them at the same time.

Q: We have Simple Sickle, Simple Pickaxe, and Simple Repair Hammer. Any plans for an Advanced Repair Hammer? A: Probably not in the form of a hammer, but we definitely want to expand the repair system and provide more advanced options. Most likely outside of combat.

Q: Will we ever see better legs and wings for certain walkers? A: At the moment, low tier walkers like Firefly and Dinghy are specifically designed to have set parameters and purpose for the beginning of the game. As you progress through the walker tech tree though, you're unlocking more and more customization options the higher the Walker tier. We'll definitely be adding more wings and legs types, and it's not impossible that even low tiers will get more options in the future.

Q: I really liked how you updated the bombs initially, but before being firm on the decision to nerf them again, would you consider introducing a counter to the cluster bomb mechanic? A: The original idea was to use a Battle Fan as a counter to Cluster Bombs. You can either blow them back towards the enemy or explode them in the air with lava. We still have more ideas when it comes to Walker combat though, like special Walker shields or ways to capture flying projectiles, so we'll be considering those for future updates.

Here's a nice lil teaser for y'all:

2020 Community Feature

Well, 2020 is finally over! And what a year it's been, huh?

A good chunk of the team took a much-needed break over the holiday, so no changelog or in-depth analyses of aspects of the design and dev process to be had here (sorry! There’ll be a patch next week).

Instead, I’m gonna get all sappy and dedicate this post to featuring you - the community.

Thank you for everything, but especially for sticking with us. We know we still have a ton of work to do (which we are, in fact, doing!), but we’re so excited for the future of Last Oasis.

Have to give an especially big shoutout to our Discord community! Thanks for making every day interesting 👉😎👉



And now, let's take a look back on some posts we loved in 2020:

We know EA launch was rough, but it gave way to some quality memes that are nice to look back on at this point. Seeing you guys finding humor during that week helped us a ton:


-u/gates78


-u/leglicker085


-u/pkerbtw


-u/Ozarrk


-u/Winfieldct

And now, for some things that made us laugh, things that impressed us, and things we just think more people should see:

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

SkyKevin makes some great, informative videos. We definitely suggest checking them out:

[previewyoutube][/previewyoutube]

(ps, it’s pronounced nigh-beer-ian)

[previewyoutube][/previewyoutube]

The team enjoyed this first impressions video from TheLazyPeon:

[previewyoutube][/previewyoutube]

Take a listen to this cover from Tori Vanhoven:

[previewyoutube][/previewyoutube]

Pixelcave continues to post great, informative content!
[previewyoutube][/previewyoutube]

There's some treasure on the subreddit:


-u/antilockbrakes

Look at this little Spider go! From u/Ready_Kangaroo

Your Stiletto, gone but never forgotten. From u/BullseyeVS

Air time bonus x10! From u/skatey1337

This is still one of the coolest things, honestly. From u/AdamJerel

A great laugh and some future ✨ inspiration✨ From u/KorcziTV

We also love to see the screenshots you take! Here’s some favorites from Steam:


By Alfonsom


By Xagah


By Gubru

I want to do posts like these more often and give plenty of opportunity to showcase the community, so if you have things to share with us like screenshots, videos, artwork, memes, etc, post them in #community-creations on our Discord, tag us on Twitter @oasisnomad, or on Reddit u/donkeycrew.

There may not be a changelog to include in this post, but how about some teasers?



Some things we have coming in Q1 2021:

-New Map coming soon! We can’t wait for you to explore in ways you haven’t been able to before!
-New Enemies - to kick off the first of new challenges we’ll be introducing, we have a new Rupu for you!
-Community-driven features: believe it or not, we are taking note of your feedback and are working to apply it and to improve your overall game experience
-Xbox release in Q1! Still no exact date to share, but testing is going well.

We’re also cooking up some potential contests, more video Q&As, and other community-based initiatives!



Here’s a peek at next week's content push!



Cheers to a great year!

-gladiator

1.4.33971

FIXES

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

Patch 1.4.33944

This will be the last patch until January! We want the game to be stable over the holidays, as many of us will be taking a few days off to eat gingerbread cookies with some wine, so this patch is focusing on fixes and improvements. If it turns out an urgent fix is needed before January, we’ll still patch that in though, so don’t worry.

We hope everyone has a safe, healthy, and happy holiday time!



[h2]CHANGELOG[/h2]

CLAIMING

-Forbid building above and below Proxy Walkers.
-Slightly reduced influence radius of Poaching Huts.

BALANCE

-Decreased Scattershot damage vs Hard and Soft armor.
-Rebalanced Ceramic Durability upgrades to better fit their tier.
-Made clay quality spots slightly more common.

INTERFACE

-Improved readability of Walker Upgrades text.
-Kick countdown for when clan affairs are happening now displays more and better information. The main message now requires the player to press ESC to close. The message with a timer now displays more information.
-Added a new option on Local Map to disable visibility of Bases.
-Trading Station withdraw/deposit interface now no longer flickers when attempting to withdraw or deposit any amount of Flots.
-Improved readability of map grid.
-Tweaks to Local Map icons.
-Tweaks to the game main menu.

VISUALS

-Assets (such as rocks, Killin nests, etc) on maps will now blend in with the visuals of the landscape.
-Continued work on improving visibility in shadowy areas.

FIXES & IMPROVEMENTS

-Fixed not seeing Scattershot ammo on Ammo Chests after reconnecting or similar.
-Fixed getting stuck in Walker Climbers.
-Fixed not being able to jump while holding an attack, or performing an attack operation, such as throwing a firebomb.
-Fixed sometimes not being able to harvest thornberries.
-Improved Panda Walker spawn point positions.
-Fixed some crashes.
-Improvements to character animations.
-Probably fixed connection lost issues.

[h2]COMMUNITY QUESTIONS[/h2]

Even if this is the last patch until January, keep sending in your questions for the devs! You can do so by checking #announcements in our Discord server. There's a link to our submission form there! Remember to take a look at our Living FAQ to see what's been asked and answered in the past.

Q: Have you considered adding in a seasonal leaderboard?
A: We're definitely considering some form of a leaderboard, not necessarily seasonal only, but other kinds as well - for dueling, hunting, and so on. Once the system is in place though, it could also be used to sum up all the top player achievements by the end of a season.

Q: When will the ability to change your character's appearance or name be added in? What about the option to delete your character? A: Deleting a character affects too many things like permissions, their ranks in a clan, and so on. At the moment, we're not planning to add an option to fully delete a character because of that. Changing appearance and name is definitely something we want to implement though, including more unique options that aren't available during character creation and can be either bought for Flots or earned (depending on the exact system we go with).

Q: When are you nerfing scattershot??? A: Literally now.

Q: Why is the spawn rate for event maps so low? A: Similar to how regular maps spawn, event maps appear mostly during a prime time window of a specific region at a rate that's affected by active players there. The more players there are, the more event maps will spawn and vice versa.

Q: Will you implement other fighting mechanics, like dodge rolls? A: Don't want to mention specifics until they're properly tested and approved to be added to melee combat, but expanding mechanics in new directions (like mentioned dodges and such) is something we'd like to go towards.

Q: The community could use some acknowledgement on the current and consistent bugs/glitches in the game. Is there anything that can be said on the process and priority of fixing server authentication issues, getting stuck in walker climbers, etc? A: We have a quite large internal team of QA testers who rigorously process every bug report and test to confirm them, then assign a priority based on factors like frequency and severity. After that, we try to fix as many bugs as possible for an upcoming patch. What exactly gets fixed depends on that assigned priority, but also difficulty of a fix. Some bugs are very bad, but can be fixed in a few minutes, and some are very rare and can take days to even find, let alone fix.

That said, bug fixes are as much of a priority for us as any new addition, since we're still in Early Access, and if there is a critical bug or a server issue that requires immediate attention, we try to communicate and address it as quickly as possible. On a more specific note, Walker Climbers should be fixed with this update and recent authentication issues were caused by roughly half of Steam servers being down at the time.


Q: Any update on Admin commands for private servers? When do you hope to roll those commands out? A: Actual cheat commands for server admins are still in the works, but we'll have significantly expanded config options available very soon. Those will include combat cooldowns, structure decay values, taxes, and many more.

Q: What was the reasoning behind pushing out iron maps so quickly? A: Our main intention of releasing map tiers in sequence is to spread out the content to allow everyone to catch up to the last available tier. Since we had quite a lot of new and returning players join for Season 2, we decided to spawn Hard maps a bit later than we originally planned, but we felt that progressing from Ceramic to Iron shouldn't take as much time, since those are both end-game tiers.

Also, since iron maps are so brutal and dangerous, they're mostly expected to be mined by either larger clans or smaller hardcore groups who progress at a much higher rate than everyone else, so we didn't want to artificially limit them much longer. We'll definitely take note and consider different timings for map releases in the future though, as we've gathered all your feedback on it already.


Dynamic Walker Module Slots, Various Fixes & Improvements

This week’s post is a bit shorter than usual, since we aren’t adding a feature that’s easy to show through video/GIFs.

Iron maps will start spawning once this update is live.

[h2]CHANGELOG[/h2]

[h3]WALKERS[/h3]

-Introduced dynamic module slots on all Walkers built with quality or upgraded with Flots. Allows for more diverse Walker builds and customization.
You can stack as many modules in a single slot as the module type allows, which consumes a Walker level. Alternatively, you can always spend a level on unlocking another module slot to diversify your build.
-Enabled ownership transfer for Proxy Walkers.

[h3]BALANCE[/h3]

-Decreased Flotilla trade tax to 2% from 5%.

[h3]INTERFACE[/h3]

-Added a grid overlay to the local map.
-Tweaks to Graphics Settings UI, all options should show up normally now.

[h3]POINTS OF INTEREST[/h3]

-All rupu camps should now properly sink into the sand.

[h3]OASES[/h3]

-Re-introduced Killin to the Asteroid Crash Site event map. Now with Killin nests included!

[h3]FIXES & IMPROVEMENTS[/h3]

-Fixed ghost/invulnerability exploit.
-Continued optimization of structures and assets in general.
-Fixed issues with reconnecting inside the Trading Station Arena.
-Fixed not being able to buy items from the Trading Station if the price to pay was not an integer.
-More fixes to prevent players from going through walls of bases.
-Some adjustments to distant horizon visuals to better blend in with the desert on the edges of the oases.
-Tweaked collisions of some mannable structures.
-Tweaked collisions of some static structures.
-Improved Dinghy Walker collisions near the Steering Levers.
-Fixes to small Walkers going through Ancient Earth Drills(also known as Ancient Windmills) in the Ancient City event map.
-Fixed spawning issues on Hornet and Balang.
-Fixed Hercule being upgraded with Buffalo upgrades.
-Fixed protected inventory (in Cradle) spawning on the ground.
-Fixed structure and Walker health sometimes reverting on server restart.
-Fixed UI issues with some clan screen elements.
-Fixed various outdated or wrong descriptions.
-Fixed some debug things being visible when effects appear.
-Fixed a bunch of crashes.

[h2]COMMUNITY FEATURE[/h2]



Check out this shot of the Ancient City by Korno!

[h2]COMMUNITY FEATURE[/h2]

Remember to join our Discord if you haven't yet! You'll find a link in #announcements where you can send in your questions for the devs. Check out our Living FAQ to see what we've answered in the past!

Q: Are there any walker mechanics you would like to expand upon in the future?
Ex, replacing wings with torque batteries (making a walker function like the Silurs), leg variants that do different things like higher traction/speed.
A: While the more broad and accurate answer is yes, specifics are obviously harder to be... specific about. One of the systems we're improving now and planning on working on in the near future, is Walker Modules. It's something the players interact with pretty much every day, something they make use of for the majority of the Walkers they utilize, so it's only logical that we improve it.

Q: Have you considered making job specific clans? For example Pirate clans, for people who like pvping, Merchant clans, for people who like selling. A: We wouldn’t want to make it a forced selection and instead expand the game in directions that allow more specialized clans. Even right now, we’re seeing that there are some clans that prioritize trading or territory control, raiding, and so on.

Q: Will there be a “creative mode” of sorts that wouldn’t be restricted to just private servers? Unlimited materials, unlimited health etc. A: It’s not out of the question, but we don’t have any specific plans for that. We’re definitely planning on expanding admin possibilities on private servers as well as allowing hosting your own servers, so it will definitely become closer to reality in the future.

Q: Are you planning to rebalance the cost of weapons, so other weapons beside the bonespike are affordable? A: You can definitely expect multiple rebalances before the game is out of Early Access. Some take more or less time to get right, some get their balance changed because of new feature additions, and so on. That goes for costs, damages, and everything else.

Q: Why are the tiles with caps all over the place and not in a row? A: The tile spawning system is automatic and decides which tiles to spawn based on many things like the number of players in a region, what kind of map types there are around, and so on. We might be tweaking the values here and there based on the feedback though, so changes to the system can be expected over time.

Q: Where did the grass go?????? A: Phemke infestation. Working on a fix.

Q: Will you change the clan cap from 50 to something else anytime soon? A: Not before Season 3, which should happen some time next year. We’ll be assessing all the feedback and other information from Season 2 closer to its end and will decide in what direction to go with clan caps.