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Hotfix 1.5.41158

With this update, our main intention was to fix an issue that came up with Windmills being available to be put on Walkers, as they would allow to easily push any Walker disregarding the physics. It allowed for easy griefing, as it would push a Walker with no option to retaliate and even allowed to push Walkers through objects in some cases. That should be fixed now.

In addition to it, we've included some small changes we've been working on to make the patch a little more interesting than just a small fix. One of the most significant changes is that Windmills now only generate torque while in the strong winds of a Sandstorm. What we're hoping for with this change is that Windmills will be put on special Sandstorm-chasing Walkers and driven directly into a Sandstorm like daredevil Nomads. Of course, it should also work with static Windmills, but then you're hoping for an accidental Sandstorm passing through and have to keep the Windmill exposed to other dangers.

It's currently an early version of the feature and we'll definitely be tweaking it based on the feedback, but it should make Torque generation, which is a high tier resource, more active and interesting, rather than placing some windmills inside a base and passively generating torque at a slow pace. We're currently aiming at around a minute spent in a sandstorm to produce enough Torque to power your machines for some time. It can be amplified by using larger walkers to put more Windmills on them, but we're also planning a better Windmill with a more advanced mechanism for Sleeping Giants that would produce low amounts of Torque without strong winds of a Sandstorm and produce much large amounts while in one. Also, we're considering various protections for being in a Sandstorm, both for your character and the Walker you're driving.

- Fixed Windmills pushing walkers being broken.
- Made Tier 1 Windmill work only in Sandstorms.
- Updated Tier 1 Windmill description to mention use in Sandstorms.
- Very significantly increased torque generation of Tier 1 Windmills.
- Slightly decreased torque generation of Walkers to promote Windmill use.
- Significantly increased Tier 1 Windmill HP to withstand Sandstorms.
- Fixed Sandstorms sometimes damaging things inside large bases.
- Fixed wrong interaction prompt on Papak harvesting.
- Fixed dead Papaks still producing sounds sometimes.
- Lowered Trade Station Light Wall Schematic sale cost, considering increased drop rate.
- Fixed Sandstorm particles flying in wrong direction.
- Fixed duplicate entries in Schematic unlock list.
- Fixed Scattershot sometimes not damaging players.
- Fixed Purification Station being buildable on some walkers.
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HOTFIX

The new hotfix should fix the issues with existing windmills being turned on by default (without having to check if there's a sandstorm, which is how we didn't spot it during testing, since we tested by building new windmills). We've also increased the torque production speed, at least until we add more tools to counter the sandstorm on your walker, but as implied by the previous changelog, we have another tier of a Windmill coming with Sleeping Giants map that will allow both idle generation and very high speed generation inside a sandstorm, so it's mainly a temporary measure until it's in. We'll keep monitoring feedback and how you play to adjust all of those values, though. As we've said from the beginning of S5, this is a highly iterative season, where we try seemingly drastic features to see how they will play out in the game, so it might seem like a gigantic change in direction with torque generation, but we'd like to try it out to see how a more active way of generating a high tier resource like torque will feel instead of having it fully passive by placing a generator and just waiting while staring at a wall.

We've also increased the Windmill capacity to 1500, so you can store more in them while generating, since the rate of generation increased, so you'll fill it up rather quickly. Meanwhile, we managed to also add a quick buff to the quests for bringing items to the Trade Station in terms of the payout per item. The idea is to make quests a little more lucrative as opposed to dumping schematics you don't want into a quick seller and, partially, to add a bit more flots into the system from lowering the cost of Light Wood schematics.

- Fixed existing windmills generating torque without a sandstorm present.
- Increased Windmill generation rate per second to 5.
- Increased Windmill capacity to 1500 Torque.
- Buffed payout on Bring Items quest at the Trade Station.

Hotfix 1.5.41064

A small hotfix after the yesterday's patch incoming. Some of the new issues came to be from the changes made during the Sleeping Giants iteration, which we now fixed and included a few other improvements like fixing infinite aggro range on mobs, especially Papak being the culprit number one in that matter. We've also temporarily disabled XP gain on placement of structures until we switch back to 50% return rate on diassembling and fixed merchants seemingly taking over the tiles.

You've also probably already noticed, but we've extended the burn for 6 more days. It's a bit longer than we've originally planned, but we've also reworked some design ideas in the process, so we'd like to make sure we have enough time to implement them as well as possible for the best rarity experience since the invention of rarity in LO. Without revealing too much, those might include potential creatable portals and other fun things. We might also have an interesting announcement around that time, so make sure to follow the news to find out more.

- Temporarily disabled XP gain for placement of structures.
- Fixed merchants spawning all over the place.
- Fixed mobs, especially Papak, not deaggroing when you leave their area.
- Fixed some other various issues with deaggroing properly for mobs.
- Changed Rupu Fur Armor recipe to use Hide instead of Leather.
- Reduced Wooden Shaft cost back to 2 Wood.
- Removed Player Unstuck feature to prevent abuses.
- Fixed mob patrol distance
- Removed broken bulk recipe for Wooden Dart.
- Removed duplicate recipes for Bone Glue.
- Added back Gelatinous Goo to Bone Glue recipe.

Hotfix 1.5.41037

We're currently in the middle of iteration on Sleeping Giants, making internal patches, putting hours into testing, and making sure to both use your feedback from existing maps, and also the experience we got iterating on them using the same method.

Hopefully, we should have more and, especially, concrete information sometime soon on when SG is coming out and what exactly will it have in terms of features, new content, progression, new mobs and encounters, and so on. Not gonna lie, it's getting pretty hot here, especially with more testers joining SG iteration.

In the meantime, we've prepared an intermediary patch that combines some fixes and improvements that, mainly, came to be from working on Sleeping Giants. As we work on the new map, some changes are required, as they're present on previous maps as well, so we can put them into a patch that benefits both maps without having to reveal the new map itself yet (not that we don't want to, tho). That and other incidental changes that turned up from iteration and your feedback and we've got a Monday patch to present. Take a look:

- Fixed Light Wood Foundation and Door not protecting from Sandstorm properly.
- Added Scroll Rack to a Small hardpoint and Ammo Scroll Rack to a Medium hardpoint.
- Made Woodworking Station Output container have 100 stack size for all items.
- Improved bulk crafting for various items like Wooden Darts.
- Added a T2 Toboggan rig to one of the harder Canyon camps.
- Added more new armors to various Rupu types to distinguish them better.
- Replaced multiple temporary icons with proper ones (Thumper, Grappling Hook, etc.).
- Slightly tweaked Sterile Bandage drop from Canyon camps.
- Fixed various issues with being stuck on loading while traveling.
- Possibly actually improved the HDR situation on Xbox this time.
- Fixed orange glow on some of the Light Walls sometimes appearing for no reason.
- Fixed more weird ways that you could've damaged bases in PvP.
- Increased Papak respawn timer, so there is time to loot in their basin after a fight.
- Slightly updated recipes for stomping various fruits into pulp for making water.
- Made Papak gas spitting location anatomically correct.
- Fixed some of the schematics not being allowed in schematic-specific containers.
- Added Tree Sap appearing after cutting down some Redwoods, but no uses before SG comes (soon).
- Added a few new items to the Herbalist trader straight from Sleeping Giants (really, soon).
- Added Salt rocks to salt flats of the canyons, but no uses before SG comes as well (please be patient).
- Updated Bone Repair Hammer to use Bone and Rope in its recipe.
- Fixed Bone Upgrades making Walkers vulnerable to melee in some cases.

- Added some admin commands and removed some admin commands from private servers.

Thanks to BryanTheHacker from our Discord for finding some exploits that allowed to get access to every possible item in the game on private servers using some intricate admin commands, including completely unobtainable dev items that are used to make systems work and are never supposed to be in a possession of a character. Thankfully, it was reported early after being found on the official discord, so we managed to quickly fix it to avoid any issues down the road (even potential data corruption of private servers wouldn't be out of the question, depending on the item).

But we didn't only remove commands with this patch. We also added a few new commands to make your life a little easier over on private servers. Hope they help!
- GiveItemToWalker - will add an item to a walker you're currently looking at, making it much easier to add water, torque, equipment, ammo, and large amounts of items into cargo without having to spawn it into your own inventory and move it over that way.
- IncreaseCarryCapacity - will increase your carrying capacity to crazy amounts, so you can easily move whatever you need in situations where admin commands left you with amazingly heavy items in way too large amounts.

Hotfix 1.5.41022

- Temporarily increased disassemble resource return to 100%.

As promised in the last update post, we're increasing disassembling rate to a full 100% resource return. That means that you'll receive all the resources you paid for when building something, allowing you to disassemble all the structures on rarity maps and not losing resources on more expensive structures.

The disassemble return rate will be set back to 50% during the rarity update, so make sure to use it while you can. But we have a small update on the burn itself as well. We're also considering to increase the burn time by a few days to give you a little more time to move your belongings, since the disassembling feature didn't come into effect at the same as the tiles starting to burn. We'll give you the final decision by how many days we increase the burn within a few days, most likely Monday.

Rarity Tiles Are Dead (soon), All Hail New Rarity

If you’ve been playing on rarity tiles today or opened the World Map and looked around, you might have noticed that some of the tiles are set to be burnt in around 8 days. “What’s up with that?”, you might ask, since we don’t have burning tiles anymore. And you would be right - we don’t have map burning in a general sense, but the feature is still available for us to use in order to get rid of any tiles on the World Map.

If you’ve read the previous post, you probably already guessed the reason for burning some of the tiles and if you’ve taken a closer look at which specific tiles are being burnt, it gets even easier to guess what’s happening. In 8 days we’re introducing the changes to the rarity system that we’ve discussed in the last large update post.

Going back to the tile burning - we’re getting rid of the vast majority of the static rarity maps. They will be completely gone from the World Map, which means that everything built on them, any characters or walkers will be completely destroyed. When it comes to your character, you’ll be able to respawn on another tile, but will lose anything you had on the rarity tile that’s been burnt. You’ll also notice that some of the tiles, mainly low rarity ones that were more populated, are not being burnt. Those tiles, instead, will be turned into regular common maps, meaning that, while everything on them will be kept as it was - all the bases will stay, all the walkers and players will be kept alive, and so on, the rarity of all the foliage, camps, and mobs will be downgraded to common. Those tiles, however, will stay being PvP, as we’ll have both PvE and PvP static common maps from now on. For now, the main benefit of settling on common PvP tiles will be a higher clan cap than the average on the PvE ones, so it will be lucrative for any larger clans to consider building their base there. However, we're also working on additional features to incentivise going, and, especially, staying on PvP tiles as opposed to safe PvE ones. We’ll be addressing PvP in a whole separate update dedicated to the overhaul of the PvP in Last Oasis.

To give more details on the tile burning, especially for anyone who never experienced it, you will be able to see the timer when the tile will be burnt, so you know how much time you have left. You’ll see it when you join the map, on the World Map if you hover over the tile, and, close to the burn itself, you’ll see a constant timer on-screen reminding you about it. Once the timer runs out, the tile will be completely destroyed, together with everything on it. If you have any bases, walkers, or characters on those rarity maps, you have to move them before the timer runs out or you will lose them forever.

While with walkers and characters it’s pretty straightforward - you just travel to a regular permanent map and you’re safe, with bases it’s a little more tricky, as you’d have to disassemble it and move over all the resources in it. To address it, we’ll be doing a small hotfix update allowing you to disassemble any structure for a 100% return of resources. That means that when disassembling base walls or stations, you’ll get all the resources that you spent building them back instead of the normal 50% return. This should allow you not to waste any resources that you’ve invested into rarity tiles and just disassemble all the bases and move the leftovers away on your walkers.

This change is not yet in and will be added in a small patch later this week, so don’t try to disassemble your bases just yet, unless you don’t mind losing half the resources. The burn is set to last around 8 days, so there is plenty of time to do it.

When it comes to larger clans moving, we'll be transforming uncommon PvP tiles to common, but large clan cap PvP tiles that will not burn and will be the perfect place to move to with your clan. The switch should happen at most within a day since this post.

We’ve discussed the rarity changes in the previous post, but things weren’t set in stone yet, so we’ve collected some more feedback and, finally, have the full list of changes pinned down and are actively working on them right now. As we’ve done previously, we’ll go in detail and explain every change to the system, the reasoning behind them, and what we expect out of the changes in the post that will come together with the update later next week. So stay tuned for it and make sure to move your belongings in time!