1/8/2024 0 Comments Dinghy walker last oasis* Build a small base (about 2x2 foundations) with an "airlock" room and two doors * Once you get to the "Build a Dinghy Walker" step, complete it, then learn how to * Follow the tutorial quest in game, it grants massive exp early. This is the fastest way to establish a base while being able to hide all of Last Oasis Cheats, Codes, Hints and Walkthroughs for PC Games. We’ll be assessing all the feedback and other information from Season 2 closer to its end and will decide in what direction to go with clan caps.Last Oasis Cheats, Cheat Codes, Hints, Tips Q: Will you change the clan cap from 50 to something else anytime soon?Ī: Not before Season 3, which should happen some time next year. We might be tweaking the values here and there based on the feedback though, so changes to the system can be expected over time. Q: Why are the tiles with caps all over the place and not in a row?Ī: The tile spawning system is automatic and decides which tiles to spawn based on many things like the number of players in a region, what kind of map types there are around, and so on. That goes for costs, damages, and everything else. Some take more or less time to get right, some get their balance changed because of new feature additions, and so on. Q: Are you planning to rebalance the cost of weapons, so other weapons beside the bonespike are affordable?Ī: You can definitely expect multiple rebalances before the game is out of Early Access. We’re definitely planning on expanding admin possibilities on private servers as well as allowing hosting your own servers, so it will definitely become closer to reality in the future. Q: Will there be a “creative mode” of sorts that wouldn’t be restricted to just private servers? Unlimited materials, unlimited health etc.Ī: It’s not out of the question, but we don’t have any specific plans for that. Even right now, we’re seeing that there are some clans that prioritize trading or territory control, raiding, and so on. Q: Have you considered making job specific clans? For example Pirate clans, for people who like pvping, Merchant clans, for people who like selling.Ī: We wouldn’t want to make it a forced selection and instead expand the game in directions that allow more specialized clans. It's something the players interact with pretty much every day, something they make use of for the majority of the Walkers they utilize, so it's only logical that we improve it. One of the systems we're improving now and planning on working on in the near future, is Walker Modules. Q: Are there any walker mechanics you would like to expand upon in the future?Įx, replacing wings with torque batteries (making a walker function like the Silurs), leg variants that do different things like higher traction/speed.Ī: While the more broad and accurate answer is yes, specifics are obviously harder to be. Check out our Living FAQ to see what we've answered in the past! Remember to join our Discord if you haven't yet! You'll find a link in #announcements where you can send in your questions for the devs. Fixed some debug things being visible when effects appear.Ĭheck out this shot of the Ancient City by Korno! Fixed various outdated or wrong descriptions. Fixed UI issues with some clan screen elements. Fixed structure and Walker health sometimes reverting on server restart. Fixed protected inventory (in Cradle) spawning on the ground. Fixed Hercule being upgraded with Buffalo upgrades. Fixed spawning issues on Hornet and Balang. Fixes to small Walkers going through Ancient Earth Drills(also known as Ancient Windmills) in the Ancient City event map. Improved Dinghy Walker collisions near the Steering Levers. Tweaked collisions of some static structures. Tweaked collisions of some mannable structures. Some adjustments to distant horizon visuals to better blend in with the desert on the edges of the oases. More fixes to prevent players from going through walls of bases. Fixed not being able to buy items from the Trading Station if the price to pay was not an integer. Fixed issues with reconnecting inside the Trading Station Arena. Continued optimization of structures and assets in general. Re-introduced Killin to the Asteroid Crash Site event map. All rupu camps should now properly sink into the sand. Tweaks to Graphics Settings UI, all options should show up normally now. Decreased Flotilla trade tax to 2% from 5%. Enabled ownership transfer for Proxy Walkers. Alternatively, you can always spend a level on unlocking another module slot to diversify your build. You can stack as many modules in a single slot as the module type allows, which consumes a Walker level. Allows for more diverse Walker builds and customization. Introduced dynamic module slots on all Walkers built with quality or upgraded with Flots. Iron maps will start spawning once this update is live. This week’s post is a bit shorter than usual, since we aren’t adding a feature that’s easy to show through video/GIFs.
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