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PvP Update Details and Packing When

Balance and Bugfixes


First, we’ve got a few things this week that should improve balance and quality of life on Sleeping Giants. In general, we believe that the new map is about where we want it to be, but we’ll continue to monitor how you play and continue to address all issues if they arise. Specifically, we know there are quite a few rarity bugs that still persist and we’re working on cleaning all of them up as soon as possible.

Slightly bad news first - we decided to delay Balang Walker packing feature until Monday, just to ensure that it goes as well as possible. Packing is inherently a very dangerous feature, with huge potential for abuse, and even critical truly game-breaking bugs. Historically, pretty much every duping bug and most of the critical issues that forced us to revert came from packing, so we're extra cautious when bringing it back.

Changelog for today's patch:

- Increased durability for all ceramic tier equipment and later tools.
- Removed deviation from Ballista shooting.
- Excluded items from daily maintenance if their total is less than 10 a day.
- Decreased Ballista reload time from 7s to 4s.
- Implemented new Sulfur harvesting mechanic. Sulfur rocks in lakes can now be demolished with Scattershot, then turning into harvestable pebbles on the ground.
- Fixed Soil Excavator not being placeable on Event Tiles. It can now be placed to mine Clay or other resources.



This change to maintenance should improve the situation a little bit, but we don’t consider it the final answer with respect to Maintenance in the least. With the Packing Update on Monday, we’ll also be adding back the ability to pack and unpack items in the Maintenance Chest to move them around your base. We'll also continue to improve Maintenance as a feature using your feedback.

Overall, packing will work quite a bit differently than before. We’ve teased it a little bit, but in order to help you plan we thought we’d go into a bit more detail before patching it in. The Balang will not have a core as it did before, rather it will be able to pack any base on the ground, including hangar pieces and any other structures, and will be able to pack even quite large-sized bases. The piece limit will include only walls and other base pieces, rather than all of the stations and other structures in your base.

Packing will take a similar amount of time as previous iterations, but unpacking will incur a significant time cost on top in a form of a set minimal unpacking time. We want this mechanic to be used to move and resettle, not to have mobile FOBs, creating sky bases or performing other exploits, and the time to unpack is added to limit such abuse cases. In addition, we don’t intend for this feature to be used to keep a giant protected base packed into a walker hidden inside another base. For that reason, when something is packed, after a grace period that should be long enough to move and resettle, it will cause your entire base to begin taking decay damage. To increase the ease of moving all of your belongings at once, we’ll be including walker packers integrated into a Balang Walker as well, but they will also be subject to the decay penalty. Accidental canceling of packing has also been removed - it will simply pause during damage - which will limit the potential abuse of zeroing someone’s base because they can’t unpack it.

These are a lot of significant core changes so we’ll be monitoring how it works in real gameplay, and adjust and iterate whenever necessary.


Walker PvP


For a while now, but definitely since the start of S5, we’ve seen the prevalence of the “Crack and Drop” meta.

See a community member’s video here to see what we mean:

[previewyoutube][/previewyoutube]

Fire arrows originally were an attempt to address this, but we were never completely satisfied with this solution, which is why you’ve seen a lot of changes in the way walkers are employed, trying to promote and emphasize the gunboat gameplay.

With the upcoming PvP Update, we’ll have some more changes should significantly improve the way walker fights play out. As we said in a previous devblog, we want to encourage crew member gameplay. Having the driver more actively involved was something we wanted to achieve, but we also want there to be something to be gained by having some clan members on your walker in a fight, rather than having all walkers operated by a solo driver, while maintaining that option as well, just less effective. Our goal here is to encourage team play, while keeping the promise of the solo experience.

First, we’ll be removing the current combat timer and replacing it with a new system, which encourages continuing to defend your disabled (but not zeroed) walker and return it to service if your defense is successful in the end. Rather than the whole walker being held up by a combat time and kept there by continuous damage, individual parts that are broken will create a cooldown for that specific part, which can be replaced after the timer has passed. In addition, combat repairing will be possible, though less effective than repairing out of combat, while also not stacked based on the number of people repairing.

To address the “crack and drop” meta directly, damaging the walker in combat will no longer be the method for opening the walker storage. Rather than requiring fire arrows, you will have an equippable item that does hull damage while used on an enemy's walker deck, which can also be interrupted by getting damaged.

During the battle itself, we will be implementing some new mechanics that should make the fight a bit more dynamic and interesting. At certain hull HP thresholds, certain walker “subsystems” will become non-functional, requiring some coordination and teamplay by the captain and the crew members to restore the functionality. Some of the options for these components will be things like active Torque use, control of remote weapons and/or automatons, automatic reloading, water container leaking and used for respawning, and so on. Captains will be able to restore these systems themselves without letting off the steering levers, but a team will gain certain benefits from having a crew member assisting in the task of repairs.

There are a lot more details and pieces and parts, like adding more control groups to weapons that will change the way both PvP and PvE walker fighting works, and we’ll likely expand on this later, since we’re continuing to actively design new and improved mechanics for this update, but this devblog is probably already going to set the mark for most words yet, so that’s all we'll say for now. Let us know what you think and keep suggestions coming!


PvP Overhaul vs PvE Focus


I think it’s very important to address upfront the constant debate among the community about the focus of the game. We know that some people will see the upcoming patch focusing on PvP as a pivot “back to PvP” or “giving up” on the PvE vision that was promised as the main focus of S5, but we assure you that it's not at all the case.

We’re still very much excited about and committed to the PvE components of the game. Our next map, which will be a completely overhauled Ancient City map, will be almost entirely PvE-focused experience. We aren’t ready to tease too much about it, but we hope that it will be a unique experience that hasn’t existed in Last Oasis so far in any form, and bring with it some new mechanics and features. In addition, we’re interested to know which other types of PvE gameplay loops you would be interested in seeing, so we plan to conduct a poll soon regarding these matters.

However, fundamentally, Last Oasis is a Sandbox PvPvE game. The conflict part is an incredibly important one and while we know some players don't want to engage in PvP at all, most of the community is interested in taking part in PvP at least some of the time. So creating a healthy PvP environment is also an important part of the future of Last Oasis. In the past, the sands were a bit too lawless, and we hope our planned changes will help create a healthier environment for competition.

Okay, let’s get into what we’re planning for this update.



Conquest/War Declaration/ORP


With the PvP update, territory control will be receiving a major overhaul. Rather than proxies claiming entire maps and providing resources, they will claim only a portion of a map and provide a “Sphere of Influence” (SOI). This SOI grants all bases of the owning clan inside of it an ‘offline raid protection’ (similar to Trade Stations before) for the majority of the day, while everything outside of this SOI on that PvP map will be still unprotected.

The proxy itself will always be invulnerable, unless another clan decides to declare a war on it, which will provide some vulnerability time during which the proxy can be damaged and destroyed, which will, naturally, remove the offline raid protection for all contained structures in its zone.

Wars will be declared by blind bidding against a specific proxy at any Trade Station, operated by the Flotilla. The defenders will then have an opportunity to counter-bid to attempt to stop the attack.

There are a lot more details to it, of course, especially technical ones, which will likely evolve as we work through the development of this feature, but we’ll leave it more basic for now just to take feedback and hear your responses to this idea.


KoTH POIs


On PvP maps, we will be adding POIs that are King of the Hill PvP events. Every hour, these POIs will become contestable, and the winning clan will receive some sort of a bonus from a list of possible ones while on that map for the remainder of the hour.

Examples include things like increased harvesting rate, schematic drop rate, crafting speed, decreased water consumption rate, and so on.

In addition, some of the options will actually be debuffs for the other residents of the same map, so that enemy clans and other players are encouraged to go and attempt to counter-raid the POIs, rather than simply turtling on their own tile and collecting all of the bonuses.

Lastly, holding all of the POIs on a map will provide a set bonus, which right now we’re considering to be the previous Proxy Walker mechanic of having an automatic generation of a percentage of resources harvested on that map by all the players.

Let us know what types of bonuses you’d like to see as a player and what set bonuses would encourage you to engage in such a mechanic, and we’ll put them on the list for consideration.


Learning to Craft Schematics

[h3](or, as I like to call it, The Secrets of the Rupu)[/h3]

We will be introducing another new mechanic, which will allow you to permanently learn the ability to craft schematics across the game, which will be different from the current Rupu Shrine feature.

On PvP maps, POIs will spawn that will be some kinds of walker wreckages or archaeological dig sites, containing bits of knowledge. These sites will allow you to input a piece of equipment, which harvests the knowledge over the course of several days, limited to 1 machine per clan at any given time, before they’re fully used and respawn somewhere else. These POIs will be designed for players to build bases around them and protect the POIs from other clans and players, which, of course, will be targets for counter-raids.

The bits of knowledge will be non-physical, similar to stat points, and will be generated over a long cycle, with most being produced at the end. So, how this is intended to play out, is that you can take the knowledge out of the machine frequently, to be very safe, but reset the recycle and therefore have slower progression, or you can take risk and let the cycle complete, leaving yourself vulnerable to enemy attacks, but gaining much more knowledge. By making them non-physical we hope to avoid any strong pressure to constantly depot them into PvE maps for safe-keeping and focus on learning and fighting aspect of the feature.

Once you have these knowledge shards (and a copy of the schematic), you will go to Event Maps, which will have POIs, similar to previous iterations, like the Ancient Crafting Site, the small fabricator, and such, which allow you to unlock the ability to permanently craft that schematic. Unlike previous iterations, when you unlock something, all members of the clan will learn how to craft that schematic to avoid having a single clan member who learns all the progression. In addition, due to their non-physical nature, you won’t lose them all if you take a risk, and we hope that will be a healthier state than in previous seasons.

Crafting schematics will only require a single input - a new resource called Drafting Paper, which will drop from all PvE encounters, and will be available from other sources as well.

Overall, we believe that this will go a long way towards resolving many of the issues with the schematics system, while still preserving the purpose of the feature. Again, there are a lot more details, but this will be a devblog by itself when we have all of them pinned down, so we’ll end it here for now. However, we are interested in your specific feedback, like whether you think all tech should be learnable or high-end things should be crafted using schematics only, or whether you think one clan should be able to learn everything or what is learned should be limited either by balance or hard-locking parts of the tech tree depending on the decisions, so you can branch and create a specific set of knowledge.



Conclusion


That was a pretty long post, so I’ll keep it short now. I want to reiterate that we are sharing all these details in advance so that we can receive your feedback and iterate on our designs before completing their implementation. Nothing we've described is set in stone, and we’re interested in hearing both from PvP and PvE players about these mechanics. There is a good chance we’ll find that one of the discussed features isn’t something that moves the needle for some of you, or that we find a way to introduce the same or a similar mechanic as discussed to suit the PvE-side of the game without disrupting its ability to be a fun mechanic for PvP players.

It’s likely that this devblog will create a million questions, so expect a follow-up next week with a Q&A that covers any and all major areas that you have questions about or just discuss on any of our platforms, and that adds more details that I didn’t have room for in this post.


Sleeping Giants Iteration (and news)

We're continuing to iterate on the new Sleeping Giants map with your help. Please keep sending your feedback and bug reports, they're really helping us get the new content to the best shape possible. In addition to that, we're testing ourselves, focusing on specific features to get the feeling for what needs to be done to improve the new map and all the content that comes with it, as well as actively using statistics and looking at how you play the game in real time, as we noticed long ago that often real experience is different from the written feedback after the fact.


Coming Soon™


Our plan right now is to continue improving the content that we released, while working on the new PvP Update that's aimed at players who prefer hardcore battles against other Nomads out there. The main idea is to make permanent PvP tiles an actualy important part of gameplay and the in-game World as a whole. Meaning that PvP tiles will be much more desirable for settling on them to gain special something that will be worth the risk of encountering other (often hostile) players. Our goal with this update is to finally make PvP and, especially, permanent PvP tiles a part of the main gameplay loop, which will significantly incentivize staying on them and actively engaging in PvP, while maintaining the ability to play as a PvE-only player through the use of economy and Trade Stations in particular (which we're looking into improving and revitalizing as a part of this update and Season 5 as a whole).

In other important news, the next map is on its way as planned. It will be developed at the same time as the PvP Update, since the majority of work on the map will require Game Design, while the PvP Update will be heavily dependent on new features and mechanics that require code once they're designed. Same as the previous map releases, the next map will be completely different in its purpose and gameplay than in the previous seasons, so expect big twists and entirely new experiences when it finally comes out!


PvE Tiles Conundrum


Another small topic that was a point of discussion before Sleeping Giants released was if it should have PvE tiles at all. As we discussed already on Discord (btw, join it if you haven't, we often discuss the game and specific features there, and drop exclusive news and sneak peeks), we want to first see how the new map performs with both PvP and PvE and will make a decision whether to keep PvE tiles once Base and Walker Packing is out to allow anyone who settled on tiles that might be burnt to easily move their belongings to another tile. That doesn't mean that we made a decision yet, though. The process of observing the gameplay on both types of the tiles is still ongoing and we'll announce the final decision only after the Packing feature is out.

Update: Since there was a wave of confusion about removal of PvE tiles, I'll just say that it was a big discussion on Discord about not spawning PvE Sleeping Giants maps, so we had to address it and discuss internally. We still released those tiles to have a proper test and see the results first. So far, we don't see any reasons to remove PvE tiles, as they're populated and we see players on them enjoying themselves every day (including myself). We'll announce the final decision after a bit more observation, but as I said, we don't see any reason for removing any PvE tiles from the game, so it's extremely unlikely that we'll go that route, especially with a heavy focus on PvE this season.


Now, finally, to the changelog:

  • Fixed Hoist not allowing liquid items to repair new Walkers.
  • Fixed most cases of Falco Walker shaking and glitching.
  • Added proper loot for Okkam. Had way too low rewards for such a beast.
  • Fixed Ceramic Darts not being allowed in Ammo Box.
  • Significantly lowered Lobber damage vs Hard armor.
  • Slightly lowered Lobber damage vs Reinforced armor.
  • Slightly increased War Okkam health.
  • Increased Okkam collision damage vs Walkers.
  • Improved War Okkam Rupu Platform (Howdah) visuals and gameplay.
  • Slightly decreased War Okkam attack damage vs Walkers.
  • Added new tier of Rupu Rok ammo with high damage. Don't get hit!
  • Made Fortified Rupu Rokkers use new tier of Rupu Rok ammo.
  • Fixed Rupu sometimes getting stuck inside meshes in camps.
  • Reduced random deviation for Flint Orb ammo when shooting.
  • Made fire range of Rupu Lobber the same as the camp aggro range.
  • Fixed a bunch of outdated icons for new structures and items.
  • Possibly fixed Ceramic Nails crafting (please test, as they do work for some, so we're at a loss wtf is happening).


A thing to try if Ceramic Nails still don't work for you is to try building a Lathe yourself, not use one built by someone else. Please let us know if that makes them work for you if the fix itself failed.

That's it for today! We'll continue iterating on the new content and keep an eye out for any changes needed for the old one. Your feedback and bug reports speed up this process by a lot, even if you just discuss them on Discord or Steam forums. We're always listening (that sounded creepy, but you get the point).

Hotfix 1.5.41597

Keep those reports coming!

As we've discussed, we expect to spend the next days hotfixing Sleeping Giants, doing improvements and fixing up any bugs, as well as implementing packing via the Balang Walker and addressing issues with base maintenance.

Something that didn't make it into this hotfix which will also come soon is an improvement to Falco handling that should help against its jittering and many more balance changes that will be added in the next update.

- Changed Mollusk and Stiletto Wing Recipes to allow to be crafted on Canyons
- Fixed Swampwood Galoshes not working properly.
- Improved lava/insect throwing bombs.
- Buffed sawblade harvesting of wood and bone
- Increase sawblade torque container interaction distance.
- Decreased Lobber fire radius and added some deviation.
- Hopefully fixed ceramic nails. Probably.

Hotfix 1.5.41589

As mentioned in the update post on Friday, we expect the next few patches to focus on improving the experience on Sleeping Giants. This first hotfix addresses some of the key issues that have been identified so far, but please keep sending your feedback so we can get the SG to the most stable state as soon as possible. The primary focus of this specific patch is fixing usability of some of the new features and also exposing the new content to private server owners.

This coming week we'll be patching in the Balang Walker with its new base and walker packing functionality. In addition, we hope to address a few other issues that were already reported for SG, like maintenance requirements becoming quite a bit more unwieldy.

- Fixed rarity Hangar pieces not working properly.
- Fixed wrong Curing Station name and description.
- Updated Rupu Plainstrider loot items.
- Rebalanced Forester and Brittle Bone Armor sets durability.
- Ceramic Dart removed from inventory crafting.
- Added Sap harvesting when using Sawblade.
- Set all SG content to allow spawning and freebuilding on private servers.
- Fixed various reported issues with Ceramic Nails
- Significantly buffed Chitin harvesting from Okkam.
- Rebalanced Gunpod building cost.
- Added Gunpod Stingers to loot tables.

Sleeping Giants Rise Up

The Sleeping Giants map is finally here!

This post will be mainly focusing on the Sleeping Giants itself, keeping the details of our plans for the future for later. Our main priority right now is to give as much attention to SG as possible first, since we’ll want to heavily focus on its iteration using your feedback and from playing on it ourselves.

An important question many will ask right away, since it came up multiple times already when the map was discussed is will it have both PvP and PvE versions on release. The answer is - for now, yes and then we’ll see. Instead of theorycrafting and imagining how the game will be played by doing polls and thinking about all the possible things it will lead to by having the map as either PvP-only or PvP and PvE, we decided to just try it first and see in practice how it plays out.

We’ll be monitoring the gameplay on both server types after release and gauge the sentiment towards the map on the different versions. Most likely, we'll still be making a poll afterwards to get an even clearer picture of the gameplay on both versions, but based on the real gameplay first, instead of pure imagination of how it will be played without trying it first at all. Considering that we’re also adding base packing back, it should be very easy to remove any tiles that we need with an easy way to move your belongings if it won’t be working out as well as we expect, but the main point of this experiment is to give both versions of the map a try and then see how they perform.



Sleeping Giants


Now, when it comes to the main event of this update - Sleeping Giants map, we don’t want to spoil too much in the post and let you experience it on your own. Keeping that in mind, we won’t give out too many details, but will mention the biggest changes that are different from the previous version of the map that you know from older seasons.

Keeping with the idea of the season heavily promoting PvE content in the game that was lacking in the past, you can assume that everything in that regard changed on the map. Regular Okkams got an upgrade in terms of their behavior and how to fight them tactically and will roam the deserts, greeting newcomers into the unforgiving lands of the Sleeping Giants. On the other hand, War Okkam - a heavily fortified Rupu town on top of its back full of guns, will be roaming the center of the map in the ash wastes. While both of them might seem similar at a glance, each requires quite different approaches when it comes to defeating them. What those are is up to you to figure out.

All the camps are brand new, heavily featuring architecture of ancient civilizations as the base for their fortifications. Each will require a unique way of fighting it, some having more focus on using specific guns or ammo, some being more opened to melee combat, some forcing you to be quick by having Nurr Raiders circle you with explosive javelins, and some making you to take it slow not to get accidentally caught on fire by a supporting Rupu type.

Overall, each camp is a very unique experience that is designed to create a ton of fun by figuring out the approach for each of them and, also, creating a level of unpredictability that sometimes puts you in a random situation that requires quick thinking and experience.

The technology found on the map unlocks a whole new world of possibilities from a Curing Station to a Lathe, allowing you to craft completely new items and unlocking a whole new tier of equipment - Clay Tier. To name a few new things that will be found on the map - there are Medium Wooden Walls as well as Clay Walls, dozens of new weapons and armor pieces, new siege weapons and ammo types for them, which all have their own uses and designed ideal targets, new walker types, of course, as well as new rigs and walker parts for old walkers to upgrade them, new tiers of existing technology that has a brand new way of interacting with it like a new Windmill that generates torque passively without a Sandstorm like before, but also becomes an insanely fast generator when in an active Sandstorm, and tons of other new things that would take hours to mention them all in a post.

As already mentioned, we’ll be closely monitoring both your direct feedback and how you play on the map in the first place, and continue iterating on Sleeping Giants as we did with the previous maps. Once Balang Walker becomes available next week, we’ll also be able to burn some of the permanent maps, so if we do decide to stick to PvP-only Sleeping Giants, as suggested by some of you, that will absolutely be a possibility at that point if we see that it would make the gameplay much better. When it comes to Rarity Even Maps, Sleeping Giants will be added to the pool of available maps to be spawned, but we won’t be spawning more Event Maps at the same time just yet, not to divide the community between too many maps. That said, adding more than one Event Map at a time is a matter of a few minutes, so that’s certainly on the table as we keep monitoring the gameplay.

Now a bit about base packing, since it was brought up.


Base Packing


Balang and Silur Walkers will be the only walkers that can pack regular bases from now on. The biggest difference from the previous version, however, is that they will not be packed and unpacked into a special Base Foundation to build your base on afterwards, but instead, will allow to just pack any base into them, similar to how it worked with regular walkers before, with restrictions only by the size of the base, not anything inside or its artificial weight.

What it means is that when you finally get yourself a Balang Walker on SG, you’ll be able to just pack your base on Canyons and move it anywhere you want, as long as it’s not incredibly large, which would require to either make it smaller or cut it into pieces and use multiple walkers or multiple trips. From other details, the packing and unpacking will be taking quite a lot of time and, one of the main differences, it will not allow storing the base in the walker for long periods of time, as it will start decaying the packed base after a grace period, making it very important to unpack as soon as you can.

Another thing with the packing that’s new to the system is that, in addition to packing bases, you’ll be able to pack other Walkers into the same Balang Walker. That means that with a single Balang Walker, you’ll be able to move all your belongings to a new place and settle down for good. A small catch, however, is that the decaying mechanic applied to the packed bases, will be used for walkers as well, so our goal with the packing walkers is to provide an ability to move your bases and walkers to a new place you can call home, and not a way to store them in a safe walker hidden deep in your garage.

An additional idea we also have for a new walker, which we’ll discuss in more detail a bit later, is a walker that’s specifically designed to be packing war structures like forward operating bases. In those cases, we’ll actually allow you to store your FOBs in the walker for some time and make it possible to deploy them to use in combat as a designed mechanic, instead of an abused regular packing mechanic that’s not designed for it in the first place.

When it comes to Packing Walkers, however, they will start being available in the update after the one we're having today, aiming at the next week. Since it’s a quite large change in the mechanic to begin with, and packing bases is an extremely delicate matter, where we don’t want to leave any room for errors not to lose any of the player bases to bugs, we decided not to rush it and give it at least a few more day in the oven until it’s out. Once it’s available, you’ll be able to find Balang Walker on SG as a regular loot drop, while the other new walker we talked about is still in a design phase and will take some time to arrive, possibly together with the next map.


Plans For The Future


When it comes to our future updates, our first priority is, obviously, to make sure that Sleeping Giants is as stable as can be. We’ll be releasing updates iterating on the map and the game in general to make sure that it’s in the best shape possible. Releasing the Balang Walker and some other additions and mechanics next week is another thing we already mentioned we’ll be doing, so that's also one of our priorities for the moment.

After that, as we said a few times, we’ll be looking into releasing a special PvP Update, similar to how we did the Rarity Update - a separate patch, unrelated to any map or progression step in the game, but heavily overhauling existing mechanics and features. In that case, our main goal will be to make PvP maps an important part of the game, especially by rewarding staying on permanent PvP maps and engaging in PvP combat. We’re still in the design phase of that update, since we’ve been focusing on Sleeping Giants for quite some time, making it as fun as possible, but we’re getting close to overhauling that aspect of the game as well.

Other than that, we’ll be starting to design the next map in the progression, similarly to Sleeping Giants in terms of how different we want to make it compared to the previous experience. Our goal is not to just slightly tweak the parts of the game that are not yet out, but to reimagine the whole thing and create a fun and engaging experience on every map available through interesting mechanics, new systems, and many other improvements and complete overhauls.

That said, we’ll keep you informed on everything we’re working on as we continue to do so, so make sure to keep an eye out for next posts, detailing our future plans.

For now, check out some of the Relics infused with Nibiran Ore we're designing as a part of a new mechanic of gathering Ancient Relics and selling them to collectors, pushing the economy forward through exploration and travel.



The changelog might not seem that big, since the literal thousands of changes we did for the Sleeping Giants are put into a single line, but we’ve mentioned quite a lot of changes in the post already and we’d like for you to find all the new mechanics and features on your own. In addition to that, we’ve added some improvements and fixes for the existing mechanics since the last update, which you can read below.

  • Added Sleeping Giants as a permanent map and a Rarity Event Map
  • Added thousands of changes that come with adding a new map that would be impossible to write in a single post, so just play it yourself.
  • Overhauled UI of Schematics learning in Shrines, added lock/unlock icons for learned tech in all the menus, added visible elements showing which tech can be learned.
  • Added damage on walker hit for large animals like nurr, papak, and okkam, based on their size and speed.
  • Made scattershot rotate before you can man it.
  • Made Ballista a sniper-like weapon. Long reload time, but high damage.
  • Fixed wrong materials for brittle bone pieces, fixing dyeing them.
  • Set disassembling return rate to 100% for Soil Excavator to allow to reuse it for Clay.
  • Slightly increased Mollusk reverse speed.
  • Disabled foliage, POI, and Camp respawning on Event Tiles.
  • A whole ton of other things we missed when reading through thousands of changes.


We hope you’ll have fun discovering the new map! Sands can be harsh there, so take care, Nomad!