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Community Devlog



We’d like to remind you that all the changes on the Beta Branch are experimental and in relatively early states, so it’s entirely possible that there will be significant changes to one aspect or another before the update goes live on public servers. We’re constantly reading your feedback and discussions, and checking statistics on everything that’s going on in the game to potentially balance or even overhaul some of the features.

There’s some exciting things coming in November and beyond, and we can’t wait to share more soon!

To kick things off, we wanted to say Happy Halloween, Nomads! We have two treats for you:

First, Last Oasis is available for 34% off until November 2nd!

Second, we have a new narrative cinematic to share: Possession.

Jakub, our video editor, made this just for fun. It is not a teaser related to development.

[previewyoutube][/previewyoutube]

Some Clarifications

Performance, Lag, and Other Unpleasant Things

To clarify once again why you might experience more stuttering on BB than on public servers - we're using a development version of servers that allows us to test and profile them at any time. Unlike the version that public servers have, this one is much more performance heavy on average, but it means that we can identify and fix issues much easier, which helps with iteration speed and will ultimately bring the Commerce Update to public servers sooner and in a more stable state.

We're currently focusing on many aspects of optimization overall and we're confident that there will be a noticeable difference between the current public version and the one coming with the wipe. After that, we're still planning to continue optimizing over time to make sure the game runs as stable as possible on the majority of hardware.

Clan and Tile Caps

Regarding the clan/tile caps, we're still assessing their impact on the game during BB. We've had an overwhelming amount of requests to add clan caps in the past, and while we weren't convinced on paper that they'll solve all the issues, we decided to try them out, since it's a testing Beta Branch. When it comes to hard tile caps though, while they might have a larger impact on the zerging issue itself, it would likely introduce significant issues to the travel, make queues much more punishing, and in general cause many additional problems. That said, we're still considering different options and collecting more information on how the current solutions actually affect the game, so it's possible there will be some changes coming in the future.

BB and Private Servers

Private servers will be getting the Commerce Update and all other changes from BB as soon as they're available on public servers. Together with those, all private server owners will be able to host multi-tile realms at the same time.



This week: Our Merciful Lord and Savior, pogosan, Blessed be His Name:

We’ve seen a lot of positive feedback so far regarding the changes to the game meta introduced with the Commerce Update, but also quite a few questions about the gameplay intentions behind some of them. While we wanted to give you time to experience all the changes on your own for the first week of the Beta Branch, we’d like to explain some of the ideas behind the two most significant balance overhauls that we didn’t mention in the original Commerce post.

Bases and the Silur

One of the biggest shifts in the meta that occurred due to the Commerce changes must be the gameplay surrounding bases. By making it possible to build a home you feel secure in early on, many decided to invest in a base and store some of their belongings there.

The idea behind making bases a more viable option in a moving world revolved around multiple problems we’ve seen in the game. The main one was such a heavy focus on the edge gameplay, where a large portion of the game happened in the travel zone, as it’s much safer and every player would have banking Walkers there at any time to conveniently use. This resulted in tedious and boring interactions that didn’t require much thought or had any potential consequences. Other issues included most of the oases being always empty and lifeless, as there were no man-made structures around, and, as a side effect, almost every possession in the game was always safe, making exploration rather boring.

With the introduction of the Silur Walker, allowing packing of solid bases and moving them when oases decay, and affordable stone base structures, it is now much more convenient to have at least some form of a base deployed in the oasis. Even though it’s somewhat less secure than banking everything in a lobby, it’s a tradeoff of a little bit of security for convenience of having a place to spawn and store your loot right in the gameplay area. That results in the world being much more diverse and interesting to explore, since each oasis will now have unique bases and structures all around it. Some might be fortified and not worth attacking, some have glaring security issues, allowing to steal some things. In the end, it’s more convenient for everyone who wants to store things closer to where they play and more fun for those who want to try to attack it.

When it comes to balance of solid bases though, we’d like to achieve situations where they’re sieged only when attackers have a good idea that it’s worth the loot inside. If there’s a 2x2 stone box with a firefly nearby, it’s better to leave whoever is inside alone, as it’s likely just some wood and fiber, but if there’s a fortress with Cobra Walkers on alert, it might be a good idea to try to get inside.

Walker Combat and Farming

Another significant change that came with the Commerce Update is making all Walkers less sturdy, allowing to damage them with any kind of a projectile or even the environment itself. While hullbreakers still remain the obvious choice for battles due to their high damage over time, now every shot in a battle counts, which goes both ways.

What this change means is that every Walker engaging in a battle will likely be damaged and, potentially, destroyed. Whether it’s a small Mollusk going about its day farming bone or a large war Falco attacking it for some loot, both will likely end up with damages that need to be repaired and accounted for.

With the meta formed in the previous balance, it was clear that those with more resources will always have the means to pirate Walkers, no matter how much more difficult it is to obtain hullbreakers. While the new balance ideology doesn’t address this specific part, what it does is it puts the pirates at risk as well, no matter how well-defended their Walker is or how much ammo the nomad being attacked has. There will almost always be some losses on the side of the attacker, and the more they attack, the higher the risks.

The changes to the combat timer and the Walker repairs play hand in hand with the Walker balance overhaul as well. Combat timer makes it more dynamic based on how serious the attack is, while the new repair system encourages careful planning before a battle, as you won’t be able to repair your Walker until after a battle is fully completed and you’re able to stand still for repairs.

Since Walkers are essentially more vulnerable now and are likely to be lost more frequently than before, harvesting balance has been changed as well to accommodate rebuilding Walkers more often. While it won’t be noticeable early on, as low tier tools still harvest similar amounts of resources, once you start progressing towards larger Walkers, requiring more structures on deck, and have more items to lose, higher tier tools will provide much larger quantities of resources, allowing you to rebuild quicker and get back to your regular activities.





Remember to join our Discord and submit your questions to the devs through the form in #announcements! Keep the questions coming, but be sure to check out our Living FAQ before submitting!

Q: Will there be new mechanics added to the combat system? A: As we've mentioned in the Commerce Update post, we're currently working on a melee shields mechanic, which should provide some more diversity in combat. We're also considering some other features regarding that like new moves for nomads during combat and unique attacks for different weapon types.

Q: Why add the 3 day period where you are unable to join a clan after leaving one alongside adding a 50 man cap? A: The main reason for this is to prevent switching between clans to avoid soft cap penalties and other potential clan system abuses. That said, we'll likely make this mechanic somewhat less punishing pretty soon.

Q: Are you thinking of adding any color blind settings? A: Definitely. We'd like to add as many ease of access settings as we can to accommodate all kinds of players in the future.

Q: What sort of content do you have planned for small groups/solo players? A: To add to what we already have in the Commerce Update, we'd love to make quests and other similar mechanics something that solo players and small groups can excel at more than large clans, essentially fueling the economy together with those large clans, who instead focus on wars and territory control for the most part. In general, we want to separate goals of different types of players to avoid confrontation between them, while encouraging symbiotic gameplay.

Q: Will the Main Branch wipe be a full one? When is that going to happen? A: Yes, the main public branch will have a full wipe like we've announced before. It will happen once we're happy with all the changes and balance on the Beta Branch that we're doing at the moment. As we've estimated at the start of BB, it will likely take around a month of time in total.

Q: Could you add an option to leave the queue from a full server to return to your previous server? A: Improvements to the queue system, including leaving the queue, are something we're working on right now and it will be available in BB before the wipe.

Q: Will private servers get multi-tile access before or after the commerce update phase testing? A: Both the Commerce Update changes and multi-tile realms will be available on private servers as soon as they come to the public servers after the testing period.

Q: Can we get community events or play against devs at some point? A: We can definitely look into community events in the future! As for playing with the devs, you may have already played with them and not known :eyes:

Q: How about introducing a leaderboard at the trading station? The clans that put the most proxy, burned them, or own a large number of oases? A: We were mostly considering leaderboards for individual players, as clans are very often dynamic - they split, combine, dissolve, and so on. It even happens that a clan that once started with a group of players will change their roster so much that it'll be a completely different group, so any kind of statistics for a clan could be quite misleading. We'll definitely consider it though, and try to find a good solution.

Battle Fan & Hard Maps

Post will be short since there will be a Community Devlog tomorrow!

Coming this week to the Beta Branch: the Battle Fan!

Hard maps are also being added. Event maps, including the Ancient City, will be added next week!

CHANGELOG


BATTLE FAN

- Added Battle Fan that sucks and blows.

COMMERCE

- Made all Tablets tradeable.
- Made auctions prolong when someone bids.
- Increased all auction starting prices.
- Made all scouting quests more difficult.
- Slightly buffed rewards for bringing items quests.
- Tweaked prices and quantities of items at merchants.

WALKERS

- Actually added Heavy Legs to Buffalo and Hornet.
- Actually added Armored Legs to Buffalo, Hornet and Stiletto.
- Made Silur Walker top hatch easier to enter.

BALANCE

- Made all non-base structures have Soft armor.
- Made all weapons damage Soft armor (except beatstick).
- Increased Rupu Turret activation time from 15 to 180 seconds.
- Made it possible to only have 1 sandbed per player.

FIXES

- Fixed VOIP again. Still improving.
- Fixed Torque Windmill having too large collisions.
- Fixed Net Thrower aiming and camera.
- Fixed small Walkers sending players to space.
- Fixed Walker camera going through stone walls.
- Fixed quest packages being tradeable.
- Fixed canyon mushrooms eating loot dropped on them.
- Fixed lakes eating loot dropped in them.
- Fixed sometimes not being able to sell items to merchants.
- Fixed exploit with rupu camp clearing quest.
- Fixed Nurr leaping forward behavior.
- Fixed not being able to disassemble
- Fixed Silur Walker Core meshing into terrain.
- Maybe fixed Stone Doors shifting around.
- Fixed some issues with the rupu weapon stick.
- Fixed netting issues for various structures.
- Fixed sometimes going through things when climbing.
- Fixed sometimes seeing wrong combat animations.
- Fixed quality spots changing after server restart.
- Improved performance around lakes.
- Improved clarity of some descriptions.
- Fixed a crash related to merchant interactions.

BATTLE FAN


[previewyoutube][/previewyoutube]



If you watched the trailer for the Commerce Update last week, you probably noticed the “booster” on the back of the Walkers. Say hello to the Battle Fan: this can act as a gas disperser by blowing the air out by default, but it can do much more with a little torque added. It can Superblow by charging up with air and releasing a strong gust that pushes the Walker it's on, deflects projectiles like cluster bombs, and sends unfortunate nomads that were too close flying. Adding some lava while Superblowing, however, will ignite everything on its path, unleashing a fiery hell. Last but not least, the Battle Fan can perform a Supersuck that sucks in all the gases in its vicinity and stores them in a container that allows to blow those gases out with a Superblow.

COMMUNITY QUESTIONS


Check out the Devlog tomorrow for some community questions! If you have something to ask the devs, join our Discord and check #announcements for a link to our submission form. To see what we've answered in the past, check out our Living FAQ.

Commerce Update: Available Now on Beta Branch



The BB is going to be continuously updated. This means fixes and changes could be implemented at least weekly. We know that there are going to be bugs in the Commerce Update that’s available on the BB, and that there’s room for polish. Everything in the BB is subject to change. Keep that in mind when you launch the branch!

The BB will be up for around a month. We want to do plenty of testing before we bring the update and changes over to the main branch, and that will take some time.

To access the Beta Branch:

-Right click Last Oasis on Steam
-Select Properties > Betas
-Choose betabranch from the list.


It will switch to the new branch and update the game.

KEEP IN MIND: There are things shown in the trailer that may not be available in-game just yet. For example, the Ancient City map will roll out in the same way as medium and hard maps.

[previewyoutube][/previewyoutube]



NOTE: We’ll be releasing the changelog over a few posts, since there was so much that went into this update and this devlog is already long enough. This portion focuses on some of the major components.

COMMERCE

- Added Flots withdraw/deposit at trading stations.
- Added wandering merchants with unique trade orders (tablets, etc.).
- Moved permanent trading station orders to wandering merchants (claiming license, etc.).
- Added Flotilla quests to trading stations.
- Added Flotilla auctions to trading stations.
- Added listing tax when placing an order, and sale tax when succeeding in selling an item.
- Added bidding on reserved slots for any tile.
- Added clan bank used for bidding on slots.
- Added global Flots vault to claim acquired money from any trading station.
- Made trade orders migrate automatically when a map burns.
- Added Flot drops from lootsites.

WALKERS

- Added Silur Walker - allows packing solid bases.
- Made Walkers Robust - damageable by everything except melee.
- Added Armored and Heavy legs for Buffalo and Hornet.
- Added Armored legs for Stiletto.
- Forbid building wings and legs if they're blocked by hanging structures (gun pods, etc.).
- Overhauled Walker repair system to encourage repairs out of combat.

OASES

- Added Ancient City event map - new lootsites, new rupu camps, new everything.
- Added Flot requirement and cooldown for teleporting to other tiles.
- Added 15 minute penalty forbidding spawn on beds and Walkers after teleport.

CLANS

- Added hard clan cap of 50.

BALANCE

- Increased yield of high tier tools.
- Lowerd Cluster Bomb radius and increased weight.
- Made combat timer dynamic based on damage.

STRUCTURES

- Buffed Clay and Concrete bases.
- Added Stone bases.
- Made ammo chest get disabled when netted.
- Made Sawblades require torque to operate.

ITEMS

- Allowed to unequip grappling hooks.

CREATURES

- Improved and adjusted Killin behavior all around.

FIXES & PERFORMANCE

- Improved performance across the board.
- Fixed vitamin requirement inconsistencies for high tier tech.
- Fixed quarry issues after server restart.
- Fixed various issues with opening/closing wingsuit.
- Fixed being able to build Walker constructions on Walkers.
- Fixed issues with Hornet Walker wings.
- Fixed a bunch of VOIP issues.
- Fixed being able to abuse foundations built on different heights.
- Fixed all kinds of issues with calculating weight.
- Fixed players and exoskeletons standing on sawblades.
- Fixed sawblades having enormous containers for some reason.
- Fixed Pyramids not appearing on maps.
- A ton of other additions, improvements and bugs.



Maps will be rolling out gradually, similarly to how it worked on release. First Easy and Medium oases, then Hard, and then event maps. It will allow for a more balanced initial progression, letting clans and players to catch up before moving forward.

serr wanted to take a moment to talk a bit more about the development of the Commerce Update:

Currently, when working on commerce update we had multiple goals in mind:

Make flots valuable: no more flotilla trade orders where you had to bring any resources to the trading station in any quantities to make money - from now on trading is only done by real players. Instead, for earning flots we are adding flotilla quests - tasks that can be taken from a trade station. For spending flots we are adding small traders scattered around the world like ruins where you can buy valuable items like tablets, modules, claiming licenses, etc and flotilla auctions at trade stations. That is not the only thing that makes flots more valuable, there is another one, more important (in particular, for clans), but we’ll talk about it later in this post.

Make trading between players easier and more convenient. Previously, placing sell orders wasn’t always a good idea - it required maintenance - you would need to manually transfer all the items before the tile burnt and you would need to visit tiles where your orders are placed to collect flots. Combined with the fact of how easy getting flots from AI orders was, no wonder it wasn’t very popular. With this update, we make player orders at the trade station migrate to the next tile automatically when oasis burns. Additionally, when someone accepts your order you can collect the flots from any trade station in the world.

This however would make an exploit of using trade stations as free safe storage for items even more powerful. To counter this, from now on you will need to pay upfront payment when placing a sell order, proportional to the price you set.

Improve clan gameplay. First, let's talk about the controversial decision of introducing hard clan caps. This was not in our initial plans or our vision of the game. We don’t consider the existence of large clans a problem and our intention always was to have large fights, politics etc. However the problems that we’ve seen during season 1 go beyond that. Large clans are naturally stronger than the smaller ones, but they are also more efficient, and that created the situation in which a lot of smaller clans started merging into zergs, in many cases considering it the only way to have fun in the game. That is a very serious problem for us. We are fully aware that having hard clan caps will lead to large clans creating lots of “sister-clans” and that is perfectly fine. Our goal is for the power of clans to increase linearly with more members instead of exponentially and for smaller clans to not lose their individuality.

Another addition that should help us achieve that is making it more difficult to reinforce your allies. Previously you could ambush a small squad of your enemies only to have their clanmates and allies instantly redeploy to that tile across the whole world, spawn on the walker you are attacking, thus making all your efforts pointless. We considered removing the redeploy feature completely, but that would make a lot less convenient, in particular for smaller groups. Instead we are adding a penalty period of 15 minutes after redeploy, during which players won’t be able to respawn on walkers or beds. That should give you enough time to finish the fight and get away with the loot before the reinforcements arrive.

Server capping. In Season 1 fights between large clans often revolved around getting a majority of slots on the server filled with your players, thus preventing your opponent from even being able to show up. Nothing is more frustrating than preparing your battle walker for a fight and being stuck in the queue instead… Well, maybe except cluster bombs, but even that is arguable.

With commerce update we will introduce “slots auction” - ability to pay flots in advance to reserve slots in the oasis for a period of time, making sure that your players can join the fight. Why is it called “auction”? Very simple - when multiple clans are trying to reserve slots for the same time interval - slots will be distributed proportionally to flots spent, so if you have a stronger economy - you can gain numbers advantage on the battlefield. Alternatively, if your opponent spends a lot on slots - he gains advantage for this particular fight (for which you may still choose not to show up at all), but it hurts his economy long term. Obviously, not 100% of slots can be reserved in this way and also the oasis owner has some slots reserved as before.

This feature should create a constant demand for flots from clans, encouraging them to trade their resources, items, tablets/flots and maybe protection to smaller groups (which don’t have the need to constantly spend flots on warfare)

Optimization. We are currently doing massive work on analyzing and improving performance in the game. For those interested in details, there are many different areas with room for improvement - walker physics, structures built on top of walkers, different meshes, foliage… But some of them are worse than others, we are prioritizing those where we can get the biggest improvements with the least amount of time spent and we are planning regular optimization updates in Beta Branch until we are satisfied with results.

Other improvements planned. This includes lots of bugfixes, removing different exploits and, by popular demand, and fixes to the queue system.

Keep in mind that a lot of these things are still work in progress, all of them are not balanced properly yet and probably have annoying or critical bugs. That is the reason why we are opening the beta branch - we want to test new mechanics together with you, making changes without being too worried about fucking thngs up and in the end make sure that Season 2 will be fun and won’t have the same problems as Season 1 had.


Dev Spotlight: The Art Team and How They Designed the Ancient City Map



Ancient City is the new event map for Last Oasis.

It tells a story of an abandoned port city that centuries ago served as a trading hub.
Once home to an ever-busy bazaar teeming with merchant families and financiers, with gigantic trading Walkers docked to its massive piers, the city is now in ruins, infested by rupus and pillaged, left to a slow decay.

The opportunistic Nomad traders are scouring the land, drawn by the rumors of ancient wind-powered pylons, looking for remnants of the long-forgotten technology and trying to piece together what was left of it.

Similarly to the previous event map Asteroid Crater, the Ancient City is a limited-time randomly spawned 'tile' with a strong focal point in the center - the port city ruins.

Like with each new map, we're trying to push the boundaries of game and level design while offering a brand new look to the player’s environment.

With Ancient City, the main innovation comes in the form of introducing static geometry to compliment our predominantly procedural map creation process and adding new forms of interaction with the environment.

The static architecture of the city helps us guarantee smooth moment-to-moment level flow in constrained spaces and makes it possible to add small and micro scale features in a more controlled fashion. As one of the consequences, there's a lot of treats hidden around for curious and observant players to discover.

One part of the city that stood the test of time relatively well is the pipe system that long ago served as transportation means for the goods and packages to be moved around the city. Now, although in a state of disrepair, it can still be used by nomads piloting smaller walkers. With the proper use of some of the upcoming Walker-mounted weaponry, it might lead to some fan...tastic results :)

—Tomasz, Lead Level Designer

THE DESIGN OF THE MAP
When creating the new map, we wanted to create the next installment of the Last Oasis world. The distribution of the existing maps was based on a layout that assumed several areas with more difficult terrain and filling the free space with flatter terrain, allowing for free travel and exploration. For this map, we wanted to focus players' attention around one area.

The map also differs with a new stylistic idea, represented by architecture that is a remnant of a forgotten civilization. The map is supposed to be a place that arouses curiosity with a hint of mystery, which the architectural ruins emphasize. The city itself was very important to us in terms of fresh style and new solutions. The new forms, colors, and structures was a challenge, but also provides a respite from the ubiquitous wood in the game.



MOOD AND ATMOSPHERE
During long discussions about the mood of the map, we thought about how to achieve this new feeling. Space plays a huge role for us because it doesn’t only please the eye of the player, but also reflects and intensifies emotions. In addition, it serves the primary purpose of making the gameplay possibilities cleared. I really wanted to combine strong contrasts, but also to convey the impression of passing time and a forgotten place. The colors and the variety of forms definitely helped to achieve this feeling. Juxtaposing our very heavy brutalist forms, with the idyllic and soft landscape we want to express a past of strong but lost civilization, and a romantic nature, unmoved by the passage of time.

The colors of the trees played a very important role on the map. On the one hand, I wanted to refer to an important era of development, but at the same time to show a certain forgotten era of this world. The golden trees speak of prosperous times and transience at the same time. This is after all the Commerce Update.

When designing a map, I always try to look at individual elements in an abstract way and assess the relationship between them. Various elements need some tweaking, changing, or additions, for the map to achieve an aesthetic balance as a whole. I am looking for contrasts in color and forms so that the eye and the player himself can find themselves surprised and astonished.



—Robert G is a lead artist in DC and has a background in production design, his role in the new map was to lead the mapping team and provide the principal artistic direction.

The architectural structures that we introduce on this map were created to stimulate the imagination of our nomads. We’ve designed mysterious, monumental forms that together with the light and the environment form into a harmonious whole. We used simple shapes to create a basic style that would not reveal its history at first glance. We left room for the players, encouraging them to use their own imagination and decide what the story would be.

We deliberately made objects with missing pieces so that players can finish what we’ve started, fill in the gaps with their ideas and therefore become part of our artistic team.

Personally, I take great pleasure in working on an element that must become part of the existing composition, as it was with the new lootsite for this map. Creating a model that fits the rest of the environment is a very complex task. You need to work with different team members to fully absorb their ideas and understand the importance of what you are doing. You have to analyze the location where this element will be placed in order to finally create a piece that will become part of the existing whole, using the knowledge and tools you have acquired. It is a very fulfilling task.



—Caro, Environmental Designer

Working on environments is a multi-stage process. It includes taking the concept of a map and designing layout, map creation and distribution of masks for separate features, adding materials, grass, foliage, POI and optionally static objects. All goes in the iteration cycle divided by testing. A lot of testing.
Bringing the map to the end of the pipeline is a result of close cooperation between all team members.
A lot of ideas come during work, so sometimes we adjust our plan to new interesting concepts or we stick to the original plan.

For the Ancient City map we agreed on a lush forest on the hills with golden birches as we are approaching fall season. We wanted to combine white cliffs with the green of dense grass and old ruins overgrown with moss.

We wanted to distinguish several separate zones differing in flora to obtain areas with specific feeling, accessibility and distribution of resources.
So on AC map you can find golden birch forest hills, misty willow lakes, stone pillars, pipe ruins and ancient city- or what's left of it. Also across the map were scattered merchants, new lootsite and rupu camps.

In Last oasis foliage is done using a procedural approach. Map consists of multiple masks with assigned ground materials and grass. Foliage is also spawned on specific masks adjusted additionally using variation masks.
Each object needs to have a customized distribution, density of occurrence in groups, distance from each other and other objects. This specification results from the assumptions of the concept and balance of resources, which we have to keep in line with regulations of game design.

Using a procedural approach we can easily iterate subsequent versions of the map, because we don't have to place everything manually. Thanks to that we are able to combine different biomes together, like in the Volcanion map where we combined some areas of the Canyon and Volcanic map. This creates an opportunity to have much more diverse environments.

—Kasia, member of the Mapping Team responsible mostly for the foliage in Last Oasis.



Remember to join our Discord and submit your questions to the devs through the form in #announcements! We’re anticipating the need for more clarification on the Commerce Update, and will try to have a video Q&A for the Community Devlog at the end of the month. Keep the questions coming, but be sure to check out our Living FAQ before submitting!

Q: What happened to the pyramids? I never saw them again after a few weeks. I kinda miss those POIs. A: Pyramids were having some issues, but they're coming back to all high-tier maps in BB!

Q: Will you ever release a public API for things like Tile statuses, kill logs, item data, etc. so some of us savvy Web Devs can make some cool community tools/content? A: We've been trying out some data output back in beta and added a clan log based on it since, but a proper public API is something we'll definitely be looking into in the future. Letting players customize tools for themselves is important to us, similarly to how we feel about mods as well.

Q: Will you improve current maps? Like hard maps with roads? A: Being able to update maps and bring them in and out of rotation was always one of the major reasons for the existence of the dynamic world map. You might not have noticed it, but we've been updating maps multiple times by now, just not in major ways like moving whole mountains or adding new biomes. Those small improvements will continue and it's also likely that we'll be replacing current maps with better versions altogether.

Q: How many types of maps are you planning to make? A: The sky's the limit! We don't have a definitive number of maps that there will be, but we also don't have any intention of stopping developing new types over time, even after full release. You can be sure that variations of existing maps, event maps, as well as entirely new types will continue coming out with most if not all major updates. In fact, we're already working on a completely new map type, while also preparing a full-sized oasis based on the Ancient City from Commerce Update.

Q: In this stage of Last Oasis's development, what is your plan for the future of the end game content for this game? A: We're hoping to accommodate all kinds of players and make sure Last Oasis is fun for those with different interests. Our main focus with end game content at the launch of Early Access was clan combat - large war walkers, claiming lands, and everything else that appeals to clans who like a good fight. While we'd like to expand on that and add more branching options of things to do for larger clans, we'd love to provide more diverse experiences as well - new creatures and bosses to fight in groups and solo, exploration-based maps, even more opportunities to make trading a core concept of the game, and more in-depth features and systems that allow to enjoy the game for extended periods of time, including end-game progression levels.

Q: With every new update it seems like there are new farmer Walkers and ways to counter melee combat with a no-skill approach. Will melee combat remain a pivotal function of Last Oasis? A: There will always be a split between personal and walker combat, and melee will always remain the focus of the former. The reason it might seem like we're moving away from it is just a side effect of Early Access - new features are added over time instead of having all related features together, so when a new powerful walker weapon is added, it may detract from other combat metas until it's balanced or some counter is added.

As an example, we'll be adding a Battle Fan next week, which will allow you to push away gases and bombs. This functionality will mean that using a powerful projectile (let's say Cluster Bomb) can easily backfire by having it fly back at your own walker. To say a bit more about melee specifically though, it's a much more complex system, so changes and additions to it are often more rare than other features, as they need much more balance and tweaking. We're absolutely still working on it though, despite the discord memes. Currently working on shields!


Q: How does Donkey Crew come up with Walker designs and ideas? I really love every design in the game, and I'm curious how they were came up with!
A: This is a question that is not so simple to answer, and we should probably do a more comprehensive section about this one day. Almost every walker has its own story and path to completion! Usually however, the first step is game design that has a new idea for a walker, (without a strong idea how it should look), but it’s properties and function should be defined. Sometimes there exists a blockout prototype and sometimes not. In the art department we ask ourselves what is the essence and most important feature of this new walker. Is it quick or slow? Expensive or cheap? What is it meant to do? Any specific gameplay requirements here? We meet and discuss potential solutions and try to give the concept artists a framework to work with. Creativity can live or die with constraints, and the trick is to find a good balance with constraints and freedom to give to concept artists. Presupposing too much of the design can be uninspiring for them, while having too much freedom can lead to taking wrong paths or getting lost in possibilities.

Concept artists usually do several iterative steps going from many sketches, before we select those that speak to us the most. This is the most fun and explorative stage, where we try to not hold back. In the end we choose one sketch and start designing it properly, solving 2ndary problems and improving. Once the drawings are done, we do final testing and adjustments working together with 3d artists, animators and game designers to finalize the walker asset. As a last step (when time allows) we do what we call “pimping” which basically means adding small flavorful assets in the editor.


Q: Are there any plans on expanding the lore? I found the world to be very interesting during the tutorial, but it feels like all the world building stops immediately after leaving the cradle. A: Everything you see in the game is deeply rooted in our lore. From rupu behavior and materials used in crafting to the way event maps spawn and how chairs look. We didn't have much time to make it more prominent and out in the open yet, partially because we're still actively working on expanding it as new features are coming out, but you can be sure to see a lot more in the future. Even now, you could start making some guesses and assumptions by looking at how the world functions. Why is there a glow when an eclipse happens? How are apes so evolved? And what's the year the in-game events are happening in?

Q: When will the Ancient update come out? Will it be this year? A: The timeline for the Ancient Update largely depends on how BB and Commerce goes. It's not impossible that it might still happen later this year, but it's more likely it'll be early next. We'll be announcing it properly once everything is properly assessed though, so take this prediction with a grain of salt.

Q: Are you planning to make the travelling more interactive so we can appreciate oases? A: We're currently not considering a mechanic to require actually traveling through empty desert tiles to reach different oases, as we find it detracting from other aspects of the game. We want to make sure that it's possible to quickly jump into fun or productive gameplay experiences when you launch the game.

That said, we do want to encourage traveling around oases and spending more time on them in general. Coming with BB changes, bases are now much more desirable in addition to storing bank walkers offmap, promoting settling and exploring maps. Similar incentives are provided by the new quest system and other Commerce Update features. With all that, we'll be continuing adding new mechanics to make traveling around oases more appealing and interesting.


Q: Are there plans to add in dailies? A: New quest system works somewhat similarly to dailies already - you get to pick a quest at a trading station and once completed, you can choose the next one. We'd love to expand on this feature though, and actual daily quests with bigger rewards is something we'll be considering.

Community Update #3

We know there was some confusion surrounding why we're delaying the wipe, and we wanted to answer some of the questions we've seen.

Q: WILL THERE STILL BE A WIPE? A: Y E S. We are still planning on wiping the game, just not in October like we originally stated.

Q: OKAY BUT WHEN IS THE MAIN BRANCH WIPE GOING TO HAPPEN? A: We don’t have an exact date yet for the main branch wipe. We want to open up the beta branch first and see how that goes before we set any date. Once we do know when we want a wipe to happen, we’ll give plenty of heads up.

Q: WHAT IS THE PTR AND HOW WILL IT WORK? A: We’re going to be calling it “BB” for Beta Branch instead of “PTR”. The main difference is that this branch will be active for a longer duration than PTR, which would run only for a few days, and also that BB will be getting periodic updates up until it becomes official with a wipe. It will also have a full-sized dynamic realm just like the official one.

You'll be able to switch the branches at any moment and play either on the official realm with your current character or the BB realm with a new one.


Q: WHAT WILL HAPPEN WITH PRIVATE SERVERS? WILL THEY GET THE BETA BRANCH UPDATES? A: We don’t have a concrete answer for this just yet. Once we do, we will make sure to post about it.
Q: IS THE BETA BRANCH PERMANENT? A: It's permanent in a sense that we do not expect it to be wiped. However, at the moment, we don't plan to have it running in parallel with the official branch once that one gets updated and wiped as mentioned last week.

Q: HOW OFTEN WILL YOU WIPE THE MAIN BRANCH / INTRODUCE THE CHANGES MADE IN THE BETA BRANCH TO THE MAIN BRANCH? A: As of now, we're mainly considering the Beta Branch as the testing ground for the Commerce Update and all the core game changes that are coming with it. The idea is that we'll continue iterating on those changes within the Beta Branch until they're fully ready and then put them all together on the main branch in the end.

We don't have any specific plans for wiping the main branch afterwards, but, considering the nature of Early Access, if there will be large changes that affect the core of the game, a wipe might be a necessity.


DEVELOPER SPOTLIGHT: LUCAS

Hello, fellow members of the Last Oasis community! My name is Lucas, but you can call me Stannis. I am a producer here at Donkey Crew, working with the amazingly talented team behind the development of Last Oasis.



I’m glad to share with you my thoughts on one of my favorite subjects: Game Production! That’s right. So, let’s get to it.

Game Production is a field of work in the games industry which is formed by professionals dedicated to lead and oversee the development process of a game, from the earlier ideas to a shipped product that players will love (or not...).

Producers deal with and manage all kinds of resources that a studio has available to invest in the development of a game project, from money and time to hardware and software. The Producer is a bridge between the creative process and the business objectives. The Producer is a facilitator of the development process, helping developers and team leads to make decisions that are aimed at making the game the best it can be, taking into account the limitations in place and, a lot of the times, working with the teams to remove those limitations.

That all sounds interesting (well, to me at least), right? But most importantly, Producers work with People. People which are creative, passionate, driven. People that want to leave a mark through their creative work, people that want to make a game that brings a smile to someone’s face, or maybe some wrinkles of excitement. People that want to create an amazing experience that will be remembered. People that love what they do. So, in my humble opinion, the Producer's biggest and most important role is to empower those and help them do their best work. That’s what I like the most about it. Driven people aiming to do their best alongside their teammates. I like to help people like this.

Being a Producer in a project as big and ambitious as Last Oasis is a challenge, but what I love about it is the ability to work with an international team of individuals on a unique setting, with a lot of novelty features that brings us a lot of excitement (and also some trouble, to be honest). I also love the fact that Last Oasis is being followed by a passionate community that cares about the future of the game. Both positive and negative feedback helps us a lot in shaping our discussions on how to tackle the biggest issues the game has, but also to bring new and exciting gameplay. I always like to say that Game Development can get incredibly emotional. Well, as I’ve said, we’re driven people trying to make the best we can to deliver a memorable and fun experience. A lot of times, we succeed, and it’s amazing. Sometimes we don’t, and it can be very frustrating. But that’s part of the road of an Early Access game. It’s nothing but a blessing to help lead this project and have you all as companions while we work on polishing the rough edges.

I guess that’s it, everyone! That covers a lot of my thoughts on producing games and producing Last Oasis. Thanks to you that read and to sum this up, I would like to take this opportunity to give two big shout-outs. The first one to my fellow Production Team colleagues Chris, Marcin, and Victoria and all our Development Team amazing people. And the second one, of course, to our amazing community at our Discord Server.

See you next time! :)

COMMUNITY QUESTIONS

Don’t forget to check out our Living FAQ to see what we’ve answered in the past! If you have a question you want to ask the devs, join our Discord. A new question form will be posted in #announcements tomorrow (Friday)!

Q: Will there ever be a way to track player and walker kills? Maybe a way to know player "reputations" based on players always attacking first or something like that? A way to back up some trash talking would be nice. There are steam achievements that track some of that, but having in-game numbers and a maybe a kill/death ratio would be really fun. A: We’ve briefly mentioned things like titles before, and stats or leaderboards would fit perfectly with those! Reputation system is quite tricky, as it would likely turn into a griefing simulator until the enemy has enough of it and attacks first, but tracking various types of kills and other things is something we’d like to explore.

Q: Are you thinking about adding a dyeing system to the game? A: We’re a bit on the fence with dyeing, since it would overlap with the clan coloring system, but we’ve had some ideas already for how to implement it. Will definitely be considering it for one of the future updates.

Q: How’s development on Commerce and future themes going? A: Commerce is almost here! We’re finishing up the last bits and pieces, and doing some balancing and internal tests before putting it out on the Beta Branch for you to help us test all the core gameplay changes. The next theme is currently being planned by our production team (like Lucas ♥) and some of the features are already being prototyped in parallel.

Q: Will we ever be getting a place to show off wealth? A place for players to meet in safety and either show off walkers or gear or just hang out a little while taking a break from the PvP? A: That's generally what we imagine the Flotilla to be. A peaceful place for Nomads to meet, trade, participate in events, fight at an arena, and just relax away from the dangers of the outside world.

Our video producer, Jakub, is working on another one of his side project narrative videos! Enjoy a little tease of what’s to come at the end of the month 🎃:



*remember: these videos are things Jakub makes on his own in-engine, and are not meant to show anything related to the development of the game. This video will be a little Halloween treat!

The Volcanyon Map

CHANGELOG

- Added Volcanyon map.

VOLCANYON





We're introducing a new map, combining various aspects of other maps and some new twists on top: the Volcanyon. This one incorporates bits and pieces from the Canyon and the latest Volcanic map, while also having some unique areas that have a special feeling and provide new gameplay opportunities.

[previewyoutube][/previewyoutube]

COMMUNITY QUESTIONS

There’s a Community Update coming out tomorrow (Thursday), so we won’t have a Q&A in this post.

We know you want some clarification on the beta branch and the wipe, and that will be a big part of tomorrow’s post.

Here’s a little taste of something coming in the future: