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Volcanic Content Update + Steam Summer Sale

We wanted to kick this post off by saying we’re excited to be part of the Steam Summer Sale! Starting now (June 25th) until July 9th, Last Oasis will be available for 20% off.

Now, to get into some details about the Volcanic update:

[previewyoutube][/previewyoutube]

We wanted to touch on some of the changes and additions we made, and give some insight into how things were designed and developed! Check out the full patch notes here.

Domus Walker

We plan on releasing more and more Walkers throughout future content patches. When we design new types of Walkers, we take a look at what areas of gameplay aren’t currently covered and see what you have been requesting. For Domus, we wanted to elaborate on the idea of protected Walkers that we started with Mollusk, but on a much larger scale. It may not be fast or very good at hauling cargo, but it does offer protection for the people and structures inside.

The name Domus, meaning “a house” in Latin, was suggested by Chralex, one of our backend programmers. Pretty fitting for all of the cozy rooms it has inside! Chralex initially wanted to name it “Geobukseon”, the Korean turtle ship from the early 15th century.

Killin

The work on Killin started a while ago with tons of designing and prototyping through a variety of ideas. We knew that we wanted to add a creature that would be categorically different from what’s currently in the game, and a flying type felt like a good approach. Killins may be very different from the other creatures, but they do share the same core purpose: being fully physically interactable with the world. This allows you to come up with your own tactics on how to fight and interact with these flying monsters. Need a few ideas? Try shooting them with a weapon, or tethering them with a ballista to keep them in place. Want to get a little more creative? Try using one as transport by grappling on, or have them pull (or fly, if you want a challenge!) your Walker through the oases with tethers.

Volcanic Biome

We’ve always planned to add in a hot and dangerous biome that was more than just the sands of the oases, where the environment poses the biggest threat to its inhabitants. Initially, we added small volcanic areas to hard maps, but knew that it wasn’t enough to create a true sense of danger. We hope to remedy that with the full volcanic map. It has vast green fields inspired by Icelandic plains and lowlands, and intricate mazes formed out of volcanic rocks and scorching hot lava lakes, swallowing anything and anyone who falls into them.

While we had small lava pools on hard maps already, which are now inactive with the introduction of these new maps, we wanted to expand their mechanics to a larger scale. The lava lakes burn all living things and Walker parts, so don’t fall in! Lava has become a resource for Nomads to use in various productions. We overhauled obsidian harvesting to make it a little more challenging by requiring significant amounts of water to cool the lava down. During testing, we’ve seen some interesting ways of using lava lakes to gain an advantage in battles or get away from pursuers.

Furniture Packs

We want the world of Last Oasis to be alive and built by players. This means that we won’t always focus on adding to or improving gameplay. We want to expand on the details of what already exists in the world: the feeling of the Walkers, bases, and more. Furniture allows you to make your Walker or base truly yours, furnished however you want. Yes, this is mostly cosmetic, but many furniture pieces have a useful side to them. A fire goblet or a lamp could light up the place, and sitting in a chair while riding a Walker makes it a much more relaxing experience than having to make sure you don’t fall down on the next hill. We plan on expanding this part of the game to allow everyone to express themselves however they like.

New Ammo and Combat Changes

This patch includes new ammo and melee weapons! These weapons are mainly to bridge a gap between tiers, but the new ammo can be used to change the way battles are fought. Explosive ammo is designed to push Nomads and creatures away when it explodes while not having very high damage. This will allow you to choose whether you want to shoot to kill or if you want to try to inhibit enemies by keeping them away from weapons or pushing them off Walkers. Lava bombs, on the other hand, create an area of fire when they explode, damaging everyone who steps into it. The main purpose of these bombs is not to attack enemies on foot, as their area is rather small, but to prevent them from using certain structures. If you shoot a repeater with a lava bomb, the repeater will catch fire. This forces the shooter to get away from the weapon until it stops burning or until someone puts out the fire with a water hose. The last new ammo type, floating mines, stay in the air after being shot and slowly descend before exploding on collision. They’re geared towards creating obstacles on the battlefield and forcing Walkers to change course to avoid them, or face the risk of being hit by a wall of explosives.

Reserved Server Slots for Proxy Owners

With the update, we’re also adding something many of you have been asking for for a long time: reserved server slots for proxy owners. This means the clan that has a proxy walker in an oasis will always have reserved slots to have their Nomads on that map. It will allow them to always have a fighting chance and prevent total server cap by their enemies. The number of reserved slots on any given oasis is either 20 or the number of server cap, whichever is lower. So an oasis with no clan cap or 50 cap would have 20 reserved slots, but a server with 5 cap would have 5. This may not solve the server cap issue, but we want to make things a bit more fair for defenders. This is the first of many changes towards removing server cap tactics completely.


We have more new content and changes coming up in the near future with part two of the volcanic update!

Changelog 1.3.1 - Volcanic Update

The new update is here!

We've decided to try a new format for the changelog, which should highlight the important changes and things you've specifically been asking for, instead of a huge list of every small thing we did. Let us know what you think!

We'll also be posting a big devlog tomorrow, providing more details on the bigger features, their purpose and balance decisions. Expect some hotfixes in the next few days and we're also working on a follow up patch for Volcanic with even more new features.

Maps
  • Added Volcanic Hard map along with new Creature and two new Resources
  • Harvestable Lava Lakes appear on Volcanic along with corresponding Resource and a Container
  • Lava now deals damage to players and walkers
  • 4 new Volcanic Lootsites added (one with a chest to drag, one platformer with a chest on the top, one with a giant rock to mine and one burnable)
  • Lava Pools cooled down on Sleeping Giants, Lava resource is exclusive to Volcanic map now
  • Fixes and balance of resources on Crater map
Walkers
  • Added new Walker: Domus - Large walker with walls and doors
  • Fixed steering levers placement checks to forbid meshing
  • Fixed stacking bonuses for various modules and added detailed descriptions to modules with current bonus of selected stack visible
  • Rebalanced weight cap for walkers - Made them more in line with what each walker’s function is supposed to be and fixed obvious wrong values
  • Fixed collisions and spawn points on Mollusk Walker
  • Fixed getting stuck inside walkers during construction
  • Tool and gun pod cost balanced, fixed toolpod collision
  • Fixed quite a few objects colliding with camera
  • Fixed walker construction colliding with support beams and suspension
  • Added walker search bar to world map
Creatures
  • Killin - new flying monster added to Volcanic map, source of Feathers resource
  • Fixes in Nurr’s fight and return to spawn point
Weapons
  • Added full set of Firestone weapons, crafted with Lava resource
  • Added throwable and siege Lava Bombs
  • Added Floating Mine
  • Added Explosive projectiles for Repeater and Ballista
Players
  • Added reserved slots for clans who own a tile. Always active while proxy is there.
  • New balance of weight for equipment and placeables - Most were never properly set and were obviously wrong compared to each other
  • Tweaks in offset camera settings for player, implemented dynamic fov
  • Disabled sprinting while crouching bug
  • Fixes in animations, mostly for two-handed weapons
  • Few combat fixes, mostly regarding blocks
Other fixes and improvements
  • Optimized time in which player gets migrated from burnt tiles
  • Fixed exploits with cancelling enemy’s safelogout
  • Added Furniture set containing light sources, chairs and tables
  • Fixed UI’s time to respawn on walker with Bullrush Module stacked
  • Fixed issue with only one light source in area actually giving light
  • Disallow building on base that is being packed
  • Proxy activation timer visible on world map
  • Fixes in Ancient Fabricator regarding its functionality
  • Disabled invalid crosshair for throwables
  • Updated Walker Modules icons
  • Always spawn Ancient Crafting Station on private servers
  • Few optimizations in low/medium quality settings
  • Displaying a message in queue when the tile is currently offline
  • Minor fixes in tutorial
  • Other tweaks and fixes

Community Devlog

To start, we wanted to make it clear that communicating with our community is a top priority for us. We know that we haven’t been as vocal as we were at launch, and we apologize for that. The purpose of this devlog is to bring you more insight as to what has been happening behind the scenes at Donkey Crew since we released Last Oasis in Early Access.

Producer Lucas Stannis touches on some of the key points discussed in this post:

[previewyoutube][/previewyoutube]

First, a little explanation about the development process: the content that we’re releasing has been in production for a while. It may not be what you are all wishing for at this very moment, but this patch has been planned for some time. Moving forward, you will see more community input within the additions and changes we make to Last Oasis. The team doesn’t stop to focus on one specific component at a time, there are tons of tasks and projects being worked on simultaneously.

We know that some of the marketing posts have not sat well with you, and we want to make it clear that marketing beats and the development process are separate things that often work in tandem. Social media posts, devlogs, and participation in events are just as planned out in advance as development. So, don’t worry, development is still happening and will always be our focus, even if there’s an ongoing marketing beat.

Due to the situation we dealt with during the weeks surrounding the game’s launch, on top of the global pandemic and the team shifting to a remote work environment, there has been a lot of transitions and adaptations happening. Until recently, we were in what you could call “crisis management mode” to recover from technical issues, both visible and invisible to the players. We’ve been dealing with resolving internal communication problems, plus giving our team much deserved and needed breaks after working long hours for many weeks in a row after the launch. This has culminated in some unplanned silence from us to the community. We’ve been figuring out what we want to share, how we want to share it, when we want to share it, and those plans have continued to change while we’ve watched the reactions to the things we put out.

We want this devlog to mark the beginning of a new push for better and more consistent communication moving forward. Our current plan is to do one of these community devlogs at least once a month, and there will be more ways for you to participate that will be introduced over time.

Like we mentioned above, this patch has been in progress for some time. It will be released next week, and we will give a far more in-depth write up about the content and decisions made in the upcoming days. We will also provide in-depth patch notes, explaining the reasons behind some of the changes and providing details on the purpose of the balance tweaks.

There’s one thing we know you’ve all been asking for: a Roadmap. We’ve been working on making it available to you all, and promise that it’s almost ready to be revealed. The technical issues we needed to deal with made a lot of changes to plans we had, so revealing a roadmap and promising something concrete wasn’t exactly feasible, but we do have some exciting plans for what’s to come after this Volcanic update. For a bit of a teaser: upcoming content patches will be centered around specific themes. The next theme is Commerce! And we can’t wait to share more of what we have in store!

There’s the point to touch on: the future of the game. There are so many plans and discussions and ideas that we can’t wait to develop, so be assured that Last Oasis isn’t going anywhere, we’ll keep improving this game to make it the best it can be!

Additionally, we wanted to touch on some questions we see asked frequently. There are more flushed out answers that may have only been glossed over in the above post. We know these won’t answer every question you might have, but we hope that it will provide you all with more insight.

QUESTIONS & ANSWERS

Q: Why did you stop communicating with the community like you were doing in the beginning?

A: We were overwhelmed with technical issues and the community response to the game (both good and bad). It was, and still is, a difficult time for us, but we think that we’ve reached a more manageable situation. In this next phase, we promise to be more vocal about the future steps and decisions we are making. We will also be more focused on the voice of you - our players. Moving forward, we will be doing two things (to start) to make sure you know we are listening: We will have an open Q&A available (soon) - where you will be able to ask questions and vote for the ones you want the developers to answer. All of these questions and responses will live in one place that everyone can reference. Our plan is to also include troubleshooting steps for some common support issues. Questions will be replied to weekly. On top of that, we will release a community devlog at least once a month - discussing things important to the game and to you.

Q: What’s the roadmap for the game?

A: We are almost ready to show you the roadmap for Last Oasis. It’s important to remember that any roadmap is dynamic — changes will have to be made and the ideas presented on it are not set in stone. It will give you a general look at where we’re planning to take the game and, of course, our players. We will prepare a separate post dedicated only to the roadmap in the coming weeks. What we can tease right now is that, beyond the Volcanic update (releasing next week!), we’re working on the Commerce update, which will greatly boost and expand the in-game economy and add loads of ways players will be able to interact with each other. The plan is to provide additional customization options, clan management features, and much more.


Q: What is your plan for the zerg problem/making the game more solo friendly?

A: While the thirst modifier had some effect on the way clans organize on certain tiles in the world, it clearly wasn’t enough to “fix” the issues regarding zerging and solo experience. These issues are currently our top gameplay priority, so we want to take our time and ensure we get it right, instead of going with the first ideas that pop into our heads. This will involve thinking through multiple angles and scenarios, discussing various ideas, and then mocking up a few of those for testing before implementing a good solution. We hear all the suggestions to add hard caps to servers, but with the information, feedback, and data we have, we strongly believe that one of the main causes of these issues is that there’s not enough variety in the gameplay experience within the game yet. Large clans enjoy fighting each other or hunting solos, while solos are bored and end up either joining those clans or getting hunted until they quit. What we think is lacking in this equation is diversity in other activities for all kinds of players and clans in the game, which would make the current (and only) type of gameplay one of many. We’re working on designing all kinds of new gameplay loops and entirely new experiences, like unique mechanics on event maps, arenas, exploration-based dungeons, and many more.

We are, of course, also working on more direct responses to the issue. With the Volcanic update, for example, defenders of their claim will always have slots reserved for their clan members, ensuring no server capping by attacking clans. We’re also considering mechanics like the use of Flots to reserve slots on specific tiles, harsher clan cap punishments, and more.

Q: When will you add in clan perms/logs/alliance systems/other QOL things that the community has been asking for?

A: We’re continuously working on improving various aspects of the game and introducing Quality of Life features. The difficulty with those types of improvements comes from having to iterate over time to make sure the changes actually make a difference and provide a benefit to all players equally. The next planned improvement regarding clans specifically, which will come with the second Volcanic update, some weeks from now, will be an introduction of detailed clan logs that can be directly integrated into a clan’s Discord server. This will allow clans and their leaders to monitor their clan’s activity even while not playing. We’re also working towards a more expansive permission system for clans, but that will come after the logging feature, as it requires much more planning and iteration.

Q: Future Walkers: Will they be geared towards solo/small groups or larger clans?

A: Our plan is to continue adding new types of Walkers throughout the entire development process that are geared towards a variety of playstyles. There will be Walkers better suited for solo players, Walkers that focus on attack or defense, specialized Walkers that excel at one thing over others, and many more. The latest addition to the fleet was a small Walker geared towards escaping combat with increased defenses. Next one, called Domus, will be larger and provide the best protection out of all the current Walkers. It has multiple levels behind locked doors and will be useful to clans that bet on defense over direct combat.

Q: Why aren’t you doing more about cheaters/reported players or clans?

A: We’re continuing to actively address cheating issues, both with the help of our anti-cheat protection and your reports. By the time we did the last announcement, we had many new and reliable systems to detect and automatically ban almost any cheater in the game. By now there are over 1000 active bans and while new cheats occasionally pop up, they rarely survive more than a day (the last one was 11 days ago, which got around a hundred cheaters banned). We also routinely go through all your reports and take actions daily.

Q: When can we expect updates for private servers?

A: The feature to delete tiles will be coming with the Volcanic update next week. We’ll be also continuing to work on improving the entire private server system over time, prioritizing your requests first. Going forward, we’ll be looking into providing an experience that’s as close to official servers as possible, but also adding features to customize your experience, potentially also expanding the ability to host your private servers with other providers and self-host too.

Q: Will you be taking community feedback into consideration more frequently moving forward?

A: We’re working on the best way to collect and analyze all the suggestions and feedback that you give us. The passion and enthusiasm we see from you is amazing, but can also be overwhelming. We want to make this right, with your help. Keep an eye out for ways to participate!

Q: Will you start doing live Q&As again?

A: Yes, we have plans to do both pre-selected and live Q&As in the near future, on top of having the “living” FAQ page that we mentioned in the first question.

Q: What work is being done to reduce server crashes?

A: There is no single cause for occasional server crashes, but we’re including fixes for them in almost every patch. With the new public test version in place, the number of crashes introduced by new features should drastically drop by the time a patch is live, so we’re hoping to eliminate the last frequent offenders at some point soon.

Q: Wipes?

A: While we’re not excluding the possibility of wipes in the future, we’ve designed the burning system to function as a soft-wipe mechanic, getting rid of old structures and preventing stale clan-owned lands. We’re planning to continuously improve and polish the features that fortify that design ideology. We’re listening to your suggestions and concerns to adjust it to the way you play. Potentially, there could be some additional soft-wipe mechanics in the future that clear the persistent world on a deeper level rather than just destroying old maps, but we’d like to investigate more globally how any of those changes would affect the global map.

Q: Are you working on resolving insiding issues?

A: Extensive clan logs and upcoming overhauls of the clan permission system will most likely make it much more difficult to do serious damage to clans through insiding. We’ll keep looking for more ways to prevent unfair gameplay caused by game mechanics and consider your feedback on those features.

A note: We will be opening our Player Test Realm tonight ahead of our patch releasing next week. We know this isn’t the patch that will fix everything, but we’re looking forward to it being a step in our continued effort in improving Last Oasis.

Walkers Devlog

We wanted to have a variety of Walkers available to players that all serve specific purposes. We also wanted to make sure that there were Walkers that fit many different play styles. [previewyoutube][/previewyoutube]

Patch 1.2.30064

FIXES

- Fixed Ballista sometimes dealing damage multiple times.
- Fixed issues with stacking effects of Craftsman Module reaching 100%.