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Last Oasis News

Hotfix

- Fixed common server crashes related to rupu camps
- Fixed building steering levers on Stiletto
- Fixed region selection on XBox
- Fixed dyes and decorations requiring tech tree unlocks and vitamins (now they don't)
- Fixed PvE private servers crash when harvesting phemke or nurr

SEASON 4



[previewyoutube][/previewyoutube]

Getting self-hosted servers out the door has been something we’ve wanted to do since even before launch, and we used the span of Season 3 to be heads down when it came to working on them. We’re beyond excited to see where server owners are going to take the game and what type of spaces they’re going to create (like PVE servers that are already popping up!) and are looking forward to working with admins on bettering the private and self-hosted experience even more. With that in mind, we’ll be keeping a close eye on the reception of and feedback on what we’ve initially added for private and self hosted servers.

You can see our full (though still in progress) documentation HERE. If you need help, feel free to join our Discord and pop into #dedicated-server-support.

We worked with a few different groups when it came to suggestions on what we should add when it came to commands and features that would be the most beneficial to launch private servers with. They also helped us with getting a good list of things we’ve been working on or will be working on to add in the future!

NOTE: Xbox currently doesn't support self hosting or the Nyx -based shop. Cosmetics can still be acquired on Xbox through Flobs at the Trading Station.

To touch on two questions we've seen:

Q: Is this the last season of LO? There’s rumors the game is going to shut down at the end of Season 4. A: We’re still actively developing Last Oasis, and have content planned for future updates.

Q: What about modding? A: We’re still planning on adding mod support. This is going to take more time, but we are working towards it.



[h3]GAMEPLAY & BALANCE[/h3]

-Clan cap has been removed from the official realm. Realms self-hosted or hosted through Nitrado can still utilize hard clan caps on their servers.
-In replacement of the hard clan cap, we’ve greatly increased the soft cap water penalty. This should result in a much harsher experience on groups going over the soft cap on tiles which have it. Soft cap numbers have not changed (meaning they can be 2-5-12-25-50).
-Proxy Walker exploits related to deploying on it’s side, and completely encasing it inside a structure have been fixed.
-Grappling hook additive velocity (based on the difference between the current and desired rope length) has been limited - this means when the player is stuck while reeling in his grappling hook, when becoming unstuck, they won’t be shot forwards at great speed. Outside of when being stuck, this should not change grappling hook behavior much at all.
-Implemented Repairing Station to the game. Placing damaged items in it’s input will allow you to fully repair the item at the cost of a % of resources based on the missing durability. Items made out of quality resources will require quality resources in order to repair them.
-Wings for Walkers owned by players not in a clan will now have default white material. Should be a little more camouflage than bright purple. Applies not just to Walkers but all items which have any piece of cloth which takes on clan’s (or solo player’s) color.
-Implemented traps into the game. Although for now there is a small variety of traps, it’s possible we add more of these type of buildables in the future, especially if community feedback reflects on these being good additions for the game. The design for the new traps is heavily focused on allowing nomads to protect their bases in more creative ways than just rupu sling spam. We like rupu slings, but these new defenses may prove much more effective and fun.
Trap Door: Will close itself when a Nomad steps on it. Extremely powerful in combination with other traps, and mostly intended to be part of the interior of nomadic bases.
Tripwire Trap: Rope and two small flasks containing lava prove to be a dangerous combination when hidden in a sandy environment. Will trigger a small explosion and set a nomad on fire should they step on the tripwire.
Spikes: Sharp and deadly spikes that stick out of the ground. Will deal serious damage to any nomad unlucky enough to fall on top of these.
Spring Spikes: Hidden spikes will stab nomads when they step on the pressure plate which is casually camouflaged as an innocent floor piece.

[h3]OASES & POINTS OF INTEREST[/h3]
-Ancient Fabricator machine animation resets fixed.
-Ancient Fabricators can no longer be destroyed by roaming OKKAMs.
-Fixed Walker collision issues on Ancient Fabricators.
-Rupus will now know when players are on a Walker, and attack them when they get too close, or attack rupus from a distance.

[h3]WALKERS[/h3]
-Walker physical destruction has been disabled (this means they will no longer break into different individual parts, and rather stay in one piece when destroyed). This should greatly improve performance around Walker battles.
-Tusker has received an upgrade to it’s mobility, the height of its Walker Legs, and climbing capabilities. We hope this update will help with issues such as climbing steeper hills without constantly hitting the terrain with its prow, and improved general mobility across different terrain types, now that the keel does not hang as low.
-Walker judo is no longer a thing: Fixed lamps sometimes allowing players to throw Walkers away at crazy speed. It was fun while it lasted.
-Many chest placements on Walkers have changed due to the latest improvements to Walker meshes.
-Fixed Walkers sometimes launching into the air on destruction.
-Fixed being able to build on destroyed Buffalo, Silur, Raptor and Hercul Walkers.
-Fixed being able to build Raptor Sky Walker and Balang Walker on top of other Walkers’ decks.
-Fixed Buffalo Walker’s packing and storage interactables highlighting the entire Walker.
-Fixed Dinghy Walker’s “Use” and “Assign Spawnpoint” interactables highlighting the entire Dinghy Walker.
-Buffed Mollusk Walker upgrades scaling.
-Mollusk Walker meshing has been fixed. Fixed not being able to place more than a few chests inside the cabin area. Should be better now, but no meshing is allowed.
-Fixed Stiletto Walker meshing.

[h3]TRADING STATION & QUESTS[/h3]
-The Flobber at the Trading Station is now selling wares... if you have Flobs, or a voucher to exchange for them.
-Fixed Walkers being able to go through the Trading Station’s outside barriers.
-Fixed being able to sell items with better quality than requested in buy order: Lower quality items are now prioritized for selling.

[h3]INTERFACE, VOICE & TEXT[/h3]
-Fixed wrong icons in Tech Tree for Nibiran and Ironblade quarterstaves.
-Unified realm browser (now has private servers as well as official servers listed in the same place).
-Debug information (aka watermark on the top right corner) is now also toggled off when hiding UI (Shift+U).
-New structure customization option in Building menu (requires disassembling permission when in clan). Will allow to customize supported buildables, won’t work for all buildables, only supported ones.
-Fixed murder messages for Xbox players (killers & killed).
-Realms can now be sorted by player count.
-Implemented description, MotD and Discord linking on realm screen.
-Further improvements to UI for realm screen.

[h3]FIXES & IMPROVEMENTS[/h3]
-Fixed meteor particles sometimes not despawning correctly.
-Killin Nests should no longer have massive burning VFX when they are set on fire.
-Fixed broken textures on draggable loot crates.
-Fixed some issues where wood materials would appear as burning in some structures.
-No-maintenance exploit with sandbag walls and Defensive Tower has been fixed.
-In regard to an issue with players not being able to login to specific oases: Scheduled maintenance should now deal with that problem.
-Fixed some issues related to not being able to grapple to the crown of some specific tree types.
-Spectators in private servers no longer get idle kicked.
-Rupu Shamans now properly taunt and attack players near them. They also don’t crash servers.
-Fixed missing materials on Wingsuits.
-Improved materials on male and female gas masks.
-Fixed several issues on realm additional settings functionality.
-Hopefully fixed issues with broken UI on player connect.
-Self-hosted and private servers, admin commands, and more

Full documentation is available here, but below there will be a list of some of the most requested features regarding private server commands, configuration options, and more. The document itself will also have some guidelines and advice on things such as item and walker names in engine, etc.

Chat commands: Both self-hosted and private servers hosted through Nitrado have new chat commands implemented, which are available only for admins. Some of these commands are:

—GiveItem (gives item, also with GiveItemQuality for quality items and resources)
—SpectatePlayer (for GM use)
—FreeBuilding (enables free crafting and building of everything in the game, including some hidden prototypes which are usually unavailable)
—InstantConstruction (to avoid having to build each Walker part separately, for example)
—SpawnWalker (spawns Walkers, also has option for quality, with SpawnWalkerQuality)
—NoClip
—Teleport
—AdminOpenEverything (allows GMs to be able to access all boxes, Walkers, etc, from players in their server).

Additional settings: These “additional settings” are essentially a way for server admins to be able to tweak and tune different gameplay settings in LO. They can work either realm-wide (affecting all servers in a private realm), or server-wide (affects only a specific server in the realm).
There’s currently quite a lot of these, but among the most requested we have:

—ClaimVulnerabilityDuration
—ClaimProtectionDuration
—ClaimActivationDuration
—ClaimCooldownBeforeDeploy (these three settings will control vulnerability window for Proxy Walkers, time between vulnerability windows, Proxy activation, and the time it takes for Proxy Walker to be able to deploy after being built)
—ClaimChanceForBonus (will control % chance for resources to appear inside Proxy Walker inventory as a bonus - MinCombatCooldown and MaxCombatCooldown will control min and max duration of combat cooldown from attacking a Walker or a structure (there is also variations of these configs to control specifically Walker and structure cooldown)
—DisablePvPDamage will control whether or not PvP damage is enabled in a server (or realm wide), there is also variations to disable specific types of PvP, so for example, against Walkers, against players, and against structures.

These are not all the configs available, but you will be able to find them all in the linked documentation.

MyRealm interface: MyRealm UI has been updated with new additions for server admins to be able to have a better control over their private realms. Some of these new additions are:

—Better control over Events spawning with automation included for these, as well as being able to determine which events are enabled, how many simultaneous events are allowed, and determine probability of spawning for each event type
—There is also a “whitelist mode” available, which will make it so only specified accounts can join the private realm
—Each oasis will now also have an “Automation” tab which allows admins to specify tile activation and decay date for realms which desire an experience similar to official realm.

The settings mentioned above, and the ones provided in the documentation won’t be all that will be available. The vast majority of the settings that are currently available were all taken from suggestions from the community, and that’s our plan moving forward. No one other than server admins and you, the players, know which settings and configs are most important to create the Last Oasis experience you want to see in your private community.

A few examples for future implementation that didn’t make it for this release include allowing server owners to wipe their realms, adding a setting to change clan switching cooldown, and more.


[h2]COSMETICS / CUSTOMIZATION[/h2]



Cosmetic Customizations have been added! We’re looking forward to seeing how players will use these new items to create a more personalized in-game experience. Players can expect to see customization options for character masks, both new and old buildables, flares and fireworks, fabric prints, dyes, and Walkers with a few more items to follow shortly.



We’ve created two shops that allow players to purchase these items: the Premium Currency “Nyx” Shop (in-game purchase necessary to use) and an In-Game Currency “Flobs” Shop.

Any player can complete Flotilla Quests to receive Flobs (not to be confused with Flots: they’re two separate things!), which can be used to purchase cosmetic items from the Flobber NPC at trading stations. The selection of cosmetic items available to buy from the Flobber will rotate daily!



For more details on Customizations, the new currencies, and how everything works, take a look at the FAQ below.

Finally, we also want to thank everyone that has stuck with us during the ongoing development of Last Oasis. As an additional thanks, we’ll be temporarily giving away the Keffiyeh Mask which can be claimed by simply opening the Nyx Shop for the remainder of the month.



[h3]Cosmetics FAQ[/h3]

Q: What are Nyx and how do you obtain them? A: Nyx are Last Oasis’ Premium Currency which can only be obtained through in-game purchases with real world currencies. Nyx are used to buy various cosmetics or Flobs Vouchers from the Nyx Shop.

Q: What are Vouchers and how do you obtain them? A: Purchased from the Nyx Shop, Vouchers are exchangeable for Flobs in-game at any Trading Station’s Flobber NPC. This functionality lets players convert the account-bound Nyx into the character-bound Flobs.

Q: What are Flobs and how do you obtain them? A: Flobs are a currency used to purchase cosmetic items in-game which can be obtained from completing Quests at a Trading Station (up to the daily cap limit) or from the exchange of a Voucher.

Q: What are the differences between the two Shops? A: Anything purchased within the Nyx Shop is bound to the account it was purchased on while purchases from the Flobber at Trading Stations are bound to the realm where they were purchased. The Flobber only offers a finite amount of different offers at any given time and are periodically recycled from a much larger pool of potential offers.

Q: What are the differences between Nyx & Flobs? A: Both currencies are used solely for the purchase of customizations and cosmetics; however Flobs can be obtained in-game through gameplay while Nyx must be purchased with real-world currencies. The Flobber often has the cheapest deals but there’s no guarantee that it is currently selling the item you might be looking for meanwhile, the Nyx Store has the most complete selection of customizations and they also allow you to use them on any realm.

Q: Which items are infinite use and which only have a set amount of uses? A: Buildable and placeable constructions can be used an infinite amount of times once purchased while items, equipment, cosmetics like Dyes, Emblems or Patterns only have a finite amount of uses and are therefore consumable, just like all the other items found, crafted, or traded in the game normally.

Q: Are there Refunds and how do they work? A: The Refund Policy for Nyx Offers is for up to 48 hours after their purchase, so long as the currency hasn’t been spent. Refund requests should be sent to our ZENDESK.

Q: What happens to my limited use items if they're destroyed or stolen? A: Cosmetics with uses (more familiar as ‘charges’ to some) almost always act as in-game items once one of the “uses” are consumed whether that’s applying a dye or emblem to a cosmetic, crafting a firework or mask, etc. As a result of being an in-game item in a full-loot game, not only can these items be traded but they can also be stolen or even destroyed.

Season 4 Starts on August 5!

Hello, Nomads!

With Season 3 nearing its end, we would like to give you a brief idea about our perspective on it and what to look forward to in Season 4.

In S3, we took a chance to let players enjoy the game in the way that they like and that works for them, rather than forcing everyone to play in the same brutal world ruled by huge clans.
While we feel our approach worked to some extent, there were numerous problems, including:

Not enough diversity: we focused on clan size, which is one of the major parameters for gameplay, but not the only one - progression speed, distribution of maps, different gameplay parameters are all extremely important too and they were the same across all realms
Difficulties with moderation: any restriction that you add to the game creates room for abusing it and griefing, and because of the amount of realms it was extremely hard for us to enforce rules everywhere.
Too granular split of playerbase: some realms were almost completely empty, but populated realms also had lack of different enemies to fight, which led to stale gameplay much faster.

[h3]To solve these issues, Season 4 introduces Self-Hosting of dedicated servers while also going back to one unified official global realm.[/h3]

Last Oasis already has lots of groups of different sizes that rent servers and host custom realms. This lets players experience the game in a different way from the official realms - there are PVP realms with increased rates, PVE realms, realms with very special custom rules and realms for very short arena-like gameplay.

However, tools for private realms were really underwhelming, forcing gameplay to be too similar to official realms and making the lives of private server admins much more difficult than it needed to be.

One of our main focuses for S4 is to change that. We’re expanding options for private servers through lots of features, like:

—Functional admin panel for kicking/banning players from ingame
—Admin commands that allows tons of different things like spawning items, teleporting around, spectating, along with many others.
—Adjustable gameplay properties that you can use to change lots of different things like cost of maintenance (or disable it completely), respawn parameters, water consumption, etc.
—Ability to make specific tiles or the entire realm PVE-only (disabled pvp damage entirely except for duels at trading station).
—Lots of new options on the MyRealm portal to make administrating private realms easier, as well as adjusting different global parameters like clan cooldown, scheduling tiles burning or activating new tiles.
—Last but not least, Self-Hosting: you will get access to the Last Oasis dedicated server app, which will allow you to host your own game server on your own PC or a separate machine without having to rent it.

After the release of S4, we will closely work with communities, groups, and individuals that host private realms, providing support and adding more features to help you guys with creating unique experiences that were not possible in LO before.

Private servers won’t be wiped for the launch of S4 and we are not planning to force-wipe them in the future. However, realms owners will have the option to wipe them whenever they want.

We will be releasing the dedicated server files and other new functionality next week, allowing admins to get familiar with the features before the launch of Season 4.

Special thanks to Darksiders, Fight Club, and Eclipsed Oasis for their help in testing self-hosting and providing feedback and suggestions!

Worm Update & Devlog

CHANGELOG


[previewyoutube][/previewyoutube]

GAMEPLAY & BALANCE

-With the addition of the Worm, new resources related have been added to the game. Some of them are exclusively harvested after a successful Worm kill, some are obtained by directly attacking the beast for it’s valuable scales, and some are available in the territory where they roam, Worm Sighting event maps. Alongside some other various misc resources, a successful Worm hunt will yield Worm Scales, Worm Silk, and Worm Sand to the victors, as well as Worm Fangs, a trophy of tremendous value, proof of the ultimate feats of heroism and skill among Nomads.
-Added a new Meteor Fall event on all maps of the game (with the exception of Nomad’s Cradle), which brings a new resource essential to technology progression, as well as Walker construction… and raiding. As the debris in the sky enters the atmosphere, leaving a blazing, fiery trail behind it to follow, make sure to be prepared for a fight over its spoils when it reaches the ground.
-Meteor Cores are a new resource which can be extracted from Meteor crash sites across any oases where they land. They are a strange, energized crystal, harvested from the largest rocks falling off meteors. It’s not a resource exclusive to an event map, as it can essentially happen anywhere in the world, in any oasis. They have a variety of uses, which include technology progression, Walker Mechanism crafting, as well as an important crafting material for a new Catapult boulder.
-New vitamin added to the game: Worm Tincture - It is produced with a mixture of Worm Sand, as well as a Worm Fangs, extracted from the mandible of a defeated Worm. This potent vitamin will grant XP upon consumption when below maximum level, or +1 attribute point when at max character level.
-A new recipe has been added to Advanced and Artificer Woodworking Stations: Tablets. Similar to the production of Tablets at an Ancient Fabricator, this will require glass, shattered fragments, and a meteor core in order to craft. Tablets are guaranteed, but there is no guarantee of specific tablet types.
-The old Hullbreaker Catapult Boulder (now obsolete) has been replaced with Charged Boulders: Its main ingredient being Meteor Cores. This new addition to the Catapult ammo can deal considerable damage against all types of armor (Soft, Hard, Robust, Reinforced, and Solid).
-The Ancient Crafting Station has received a new visual update, which brings renovated assets, animations, and effects, as well as some fixes to UI and related text. And one secret or two that our mapping lead may or may not have hid in there as well.
-It is no longer possible to consume an interactable while being grappled to anything. This includes current bandages, and any future items in that category.
-Increased spread of Scattershot pellets, and further rebalanced damage versus different types of player armor. With new balance, heavier types of armor will provide better protection against Scattershot.

OASES & POINTS OF INTEREST

-New event oasis: Worm Sighting. In this stretch of desert deep in the Wasteland is where the roaming Sandworms, dubbed “The Long Ones”, have taken as their territory. The Worms are ravenous, monstrous beasts. Once one of them is focused on a Walker, it will lose sight of everything else around it. In order to defeat the Worm, experienced nomadic hunters must band together, as entering their territory unprepared will mean certain death.
-Fixed Iron Ore node spawns on Kali Spires maps.
Improvements were made on exit of the C8 pocket in Nomad’s Cradle. Fixed several sinkholes and other miscellaneous terrain issues.
-Misc fixes to inaccessible loot in Ancient City oases.
-Fixed small gaps in geysers on Kali Spires.
-Removed holy spheres from Kali Spires.
-Storm weather SFX should be lower now.

WALKERS

-Walker Mechanisms are now one of the resources required in the construction of many Walkers in the game. The main resource utilized in the crafting of Walker Mechanisms (crafted at Woodworking Stations of any tier) is Meteor Cores.
-With the introduction of the Worm to the game, there’s been some re-balance work going on for some time, specifically for some Walker Upgrades resources. Durability upgrade for higher tier Walkers (specifically Iron Upgrades) will now require Worm Scales to craft. This will not affect all Walker Upgrades, only the large ones.
-Some Walker Legs and Wings have also been re-balanced to utilize these new resources more. In general, Walker Wings will require more Worm Silk (which is now made more available), and Walker Legs will now require special Worm Scale resource. Generally, it’s the late game ones which require new resources in greater amounts. As an example, only the Heavy Legs will utilize Worm Scales. But, as outlined below, they also come with some new advantages.
-As well as resource balance for crafting Walker Parts, there has also been some re-balance on not just the HP of these buildables, but the armor rating itself as well. All Walker Parts which utilize Worm Scales in their construction will now have +1 to their base armor rating. This means that, for example, Falco Raider Wings now have 5000 HP, as well as a Hard armor rating (old was Soft). In the case of Heavy Legs which utilize Worm Scales, the armor rating will be Robust.
-Projectiles fired from siege weapons will no longer be affected by host Walker’s own movement. Should make shooting on the move a bit more reliable, and allow for more interesting Raptor vs Raptor combat. This is a fairly experimental change, so let us know your thoughts on it.
-Added functioning Raptor passenger seat. A second player can now sit alongside the pilot.
-Raptor “Flip” option will now only appear when it is stationary, and upside down(so not during flight).
-Fixed not being able to rebuild Hornet Walker’s legs in some specific situations.
-Fixed wrong torque consumption on Balang Walker.
-Fixed Silur Walker not consuming torque when starting to move.
-Improved spawn points on Panda Walker.
-Walkers in Nomad’s Cradle should no longer automatically log out after 6 hours.

MOBS

-Fixed an issue where Killins would get stuck attempting to exit their nests.
-Killins of the Spires should now be at a slightly greater height when on patrol.

TRADING STATION & QUESTS

-Fixed some improper collisions on Trading Station floors.
-Disabled quality usage on Quest Packages.

INTERFACE, VOICE & TEXT

-Lowered interaction distance for “Remove net” interaction on all objects.
-Lowered interaction distance on Battle Fan.
-Added a new equipment status UI, which will appear near the minimap area when your equipped gear is very damaged.
-Fixed issue which caused players using controllers to be unable to access Walker upgrade interface.

FIXES & IMPROVEMENTS

-Small optimization pass on Windmills.
-Fixed several client crashes.
-Further optimization work related to Players and Walkers has been done. Situations where there are potentially 80-100 players in very close proximity should now perform much better.
-Further Xbox related optimization pass on assets, sounds, and more.
-Fixed some jittering issues on grappling hook movement.
-Fixed problematic reload animation on Ballistas.
-Fixed a rare issue where the player could die from jump kicking.
-Fixed being able to net Poaching Huts.
-Netting a Hose Station will no longer just net the base, but the entire structure.
-Fixed animation issues with Sawblades.
-Improved description of help widget in Ancient Crafting Station: Now properly mentions Reinforced Planks.

One of the main goals when designing the new Meteor Fall event on maps, was to try and reduce the predictability generated by the current implementation of event maps, specifically the Asteroid Crater event map, since it being a relatively small map meant that players would get to the good stuff rather quickly, and sometimes in complete safety. Complete safety isn't bad when playing sneakily, or utilizing tactics such as small walkers, wingsuits, etc... But it did reduce the gameplay opportunities from the encounters (by reducing the encounters). So with this new feature, we are hoping to create scenarios for fights with multiple sides, with various small-scale PvP and PvE goals, without having these completely static in the World Map, or in specific spots in a specific map.

We also did not like that the Asteroid Crater event maps were mostly discovered through checking World Map every so often. We think it's much more fun to have these types of events as something completely random, which begins to happen on the oasis you're at, and does not wait for you, or anyone else.

Meteor Fall events are very visual, from the moment the meteor chunks start burning up in the atmosphere, up until the point the surviving meteorites reach the ground.

So look up, Nomad! And brace for impact, because they will be falling anywhere in the oases, causing shockwaves of damage to anything in its way, and bringing a rare new resource!

This was a great opportunity not only to experiment with in-map events to create more content which would not depend on new servers, or anything related to the World Map, but also to create new sources of resources to add to the game, which game designers could then utilize in newly rebalanced Walker parts, tech progression changes, and more.

We have several more ideas, as well as the prospect of creating more interesting variations of this very same event. This feature is not finished yet, in terms of design and balance, and will most likely receive more updates. We know the currently implemented POIs around different types of oases are not great, and we are hoping to have more community feedback on this event in order to adjust those in the future.

DEVLOG


For this devlog, we wanted to address some of the questions and feedback we’ve seen since the start of Season 3.

[h3]TO START:[/h3]

There have been a lot of questions about what our next steps are, and plenty of speculation that we’re going to stop working on the game. We want to put those rumors to rest: we’re still developing Last Oasis. We haven’t given up on the game.

Work on Xbox is ongoing, and we’ve also been focusing on two content patches. The patch that will be released first introduces the worm. As long as there aren’t any major issues that pop up during testing, we’re aiming to push that content patch next week.

The second patch is still a few months away, but we’re excited about it already, and have seen some of you saying you’d be interested in the type of things it’ll bring to the game.

[h3]SEASON 3 THOUGHTS SO FAR[/h3]

We’ve been keeping a close eye on the response to Season 3, and wanted to touch base on how things are going and what we’re planning for the future.

We knew that the decision to add realms would upset a good portion of the community, especially among veteran players. We understand that this was a massive step away from what the game had been. Realms will be sticking around for now, but that doesn’t mean it’s the final option we’ll be going with before release. The season will play out for its entirety, as we intended it to.

A lot of you have been asking: Why, though? Why realms? Why didn’t you try out other things first, or try asking the community for input before making the decision?

Like chadz mentioned in the S3 launch post, we wanted to take a riskier path. Being in Early Access means we can approach development with a more open mind, since we aren’t tied down to anything yet. We knew that Small Realms were going to need work once released, and that in no way were they the final solution. There’s new problems we’re looking into solving, and we are taking player feedback into account while we investigate and continue to develop.

Why are you not listening to your players?

We appreciate how vocal you can be, and that you’re willing to share what you would like to see in the game and how we can improve it. We are listening to, reviewing, and discussing that feedback, and understand that it’s frustrating that there isn’t any instant gratification when it comes to seeing changes. We also know that it’s frustrating when we do make changes that go against what you’ve been asking for.

Design, iteration, and actual development work takes time. Content and changes in a patch might have been in-progress for months before they reach the player.

Why have you changed so much from what the original direction of the game seemed to be?

Sometimes, we realize that we need to make changes or go a route we had initially thought we wouldn’t go down because the state of the game needs it. It can be frustrating (both for the players and the developers, especially when there is early documentation that contradicts where the game is going). We’re in Early Access, and as easy of an excuse as it is, it offers us the chance to explore things we may have brushed aside in the beginning. Shaking things up comes with the knowledge that we might gain players, or we might lose them. If you aren’t happy with the direction we’re going in, we get it. As long as we’re in Early Access, the game will continue to change in ways you may or may not like.

[h3]QA UPDATE[/h3]

In general we're still looking into the crashes that are happening on Xbox, and we are very happy to let you know there is very good progress on further optimization related to memory utilization, especially on consoles where it's most needed. It's quite a large task, and as such parts of it will be released not necessarily in a single update, but in upcoming updates. This specific update has many improvements toward optimizing sound, assets, and more. As well as general optimization, UI and UX is a very important aspect which is for the most part receiving a large variety of fixes and improvements, specifically for Xbox, focused on World Map issues, specific crafting station UI which was not properly implemented for Xbox, and more.

Below there is a list of issues not only related to optimization and performance, but also game design, which the QA team has worked on providing game designers with community feedback:

-Many UI related fixes on both Xbox and PC, related to help tooltips on several stations and POIs(such as ACS), as well as more specific things like the Furnace UI issues that were recently reported.

-Not a bug in this case, but there's been lots of feedback on the imbalance around base raiding early on in the game. Specifically, the lack of tools and ammo viable for raiding Solid tier structures. This is being addressed with the PvX content added on this patch.

-All known and recently reported base exploits are fixed. We have been working on implementing new checks which should prevent any new ones from happening, but as always make sure to report exploits such as these, as soon as you, or a friend, experiences them.

-Many balance changes have been introduced to later tier Walkers. These changes are not aimed toward making Walkers more time consuming to craft, it’s more geared toward addressing the very prevalent ramming meta. While they will be costly, and require new resources, this also means the parts will be more powerful.

-Still in the topic of balance changes, some of the new content introduced to the game also brings resources which will spice up the progression mechanics in the game; more ways to acquire tablets, and even the possibility to acquire attribute points after level 60.

-There is a new experimental change which changes the behavior of projectiles fired from siege weapons when mounted on a moving Walker. This is mostly aimed toward improving the feeling and gameplay around Walker vs Walker combat at high speed, but will most likely have a few issues in its first implementation. All feedback regarding this change is more than welcome, as we plan on iterating on this a few times.

[h3]COMMUNITY QUESTIONS[/h3]

Have some questions for the devs? You can submit them using this form.

Q: Will you ever be opening up the region lock? O(SEA)E wants a decent zerg fight with NA and EU.
A: We've been collecting a lot of feedback on the realms change and will be making a decision on how to change the game for the better closer to the next season. Merging realms, at least in some capacity, is definitely on the table, but we don't want to make any promises before the final decision is made on how this feature will develop.

Q: What are you going to do when it comes to the allied zergs on solo and five cap realms? A: We're considering measures against sister clans and zerg alliances on capped realms and will share them as soon as it's ready. It's not the way we envision capped realms to function, as they're aimed at players who want smaller scale experience, so we'll be limiting zerg behavior there.

Q: Have you considered opening up the BB on pc only realms for testing? A: We have thought about this! The idea has been tossed around to use it to shake things up in various ways every few weeks. We’re looking into incorporating this for Season 4.

Q: Have you considered adding more variety to the early stages of the game, like adding new maps and biomes so that returning players will have more fun starting from the beginning again? A: In general, we try to implement some significant changes to the entire experience, including the beginning of the game every season. In Season 2 it was the focus on trading that allowed to progress through it instead of fragment grind, in Season 3 we experimented with realms that were meant to tailor the experience to whatever a specific player wanted, and so on.

When it comes to the very beginning of the game in the Nomad's Cradle, we don't have any plans to do big changes to it, as it's more of a confined tutorial that teaches the basics and isn't meant to be played after you learn about them and get your first gear. Later stages of the game though, including tiers on Medium difficulty maps like Canyons, can and most likely will have differences from season to season.


Q: Any updates on self hosting servers???? Or just more stuff about private servers? A: We're planning to release self hosting servers within the next few months, which should include extensive server configuration ability. This means full control over how claiming works, full access to edit all cooldowns and structure decay values, adjust trade taxes, and lots of other settings for server owners to play around with.

Q: Can you clarify the wipe schedule you want to have? A: As we said before, full wipes will happen when they're required for technical reasons. Most of the times it will be some kind of a large change either in the game itself or in our server infrastructure. When it comes to individual realm wipes, we're estimating something between 2-3 months for each, but will be adjusting them based on your feedback and, possibly, have varied wipe times so you can choose how fast paced of a game you want. Once realm decay comes into effect, we'll add a visible timer for each realm.

Q: Follow up: Why are you so keen on adding regular wipes? A: When considering the realms change, we realized that the game gets quite stagnant even with the oasis burning feature and it gets increasingly more difficult to start as a new player on an old realm. With regular realm wipes, we believe it should solve both of those problems. As we said before though, this is an experiment during Early Access and we'll definitely be doing changes to the whole system, not excluding a possibility of reverting it entirely if it proves to be the wrong way moving forward.

Q: Why are event tiles spawning so weird? A: The way the event tile system works is it guarantees to spawn and event map during a "primetime" when the majority of players on that realm are active and also has a certain chance to spawn event tiles outside of that "primetime" to randomize it a little and make it less predictable (or campable). We might be doing some changes to the system itself later on, but don't have specific plans for it yet, so if you have suggestions, please let us know!

Q: How big is the dev team? A: There’s about 30 of us! Everyone wears quite a few hats, and may not always focus on doing work that relates to their given role.

Q: Are you going to add more stuff like what was introduced in the Commerce update? What about the Ancient update, is that still happening? A: We've mixed the ideas we had for the Ancient Update with some other ones, so a big chunk of it is what's already in Season 3 - the ancient sandworm to hunt and a city of an old civilization to explore (kind of like dungeons in the sky). Since not all ideas from the Ancient Update came to life just yet, we're keeping them in the backlog for future updates and will most likely revisit them later.

Hotfix 1.4.36532

  • Fixed Raptor Walkers not being packable.