R12 is just a small bugfix update - though there are a couple of fancy-looking new doors for the builders! You should also see some performance improvements, as well as a fix for the AI not attacking properly that we introduced in R11 (whoops!)
We've had a huge influx of new players over the last week, mostly from Europe. Behind the scenes, we've been working on some significant server fixes. Even with the larger population, you should be seeing improved server performance and connectivity, and fewer cases of worlds getting into bad states.
The patch notes are below. Happy building!
New Features and Content
New blocks
Bedrock Door (unlocks on Bedrock Wall)
Obsidian Door (unlocks on Obsidian Wall)
Improvements
Lighting performance improvements
Improved moss texture
Fire and corruption debuffs from enemies no longer apply to players under the influence of resistance potions
Other minor block texture tweaks
Minor user interface error message polish
Bugfixes
Fix for player’s sword getting visually “stuck”
Fix for AI not attacking properly (introduced R11)
Fix for placement on top of slabs (introduced R11)
Fix for old store bundles being unclaimable
Fix for wood planter prefab not being list
Fix for visual flashing on first-person gauntlet
Door animation no longer breaks if door is half-pulled
R12 is just a small bugfix update - though there are a couple of fancy-looking new doors for the builders! You should also see some performance improvements, as well as a fix for the AI not attacking properly that we introduced in R11 (whoops!)
We've had a huge influx of new players over the last week, mostly from Europe. Behind the scenes, we've been working on some significant server fixes. Even with the larger population, you should be seeing improved server performance and connectivity, and fewer cases of worlds getting into bad states.
The patch notes are below. Happy building!
New Features and Content
New blocks
Bedrock Door (unlocks on Bedrock Wall)
Obsidian Door (unlocks on Obsidian Wall)
Improvements
Lighting performance improvements
Improved moss texture
Fire and corruption debuffs from enemies no longer apply to players under the influence of resistance potions
Other minor block texture tweaks
Minor user interface error message polish
Bugfixes
Fix for player’s sword getting visually “stuck”
Fix for AI not attacking properly (introduced R11)
Fix for placement on top of slabs (introduced R11)
Fix for old store bundles being unclaimable
Fix for wood planter prefab not being list
Fix for visual flashing on first-person gauntlet
Door animation no longer breaks if door is half-pulled
You have a decent amount of new stuff to play with in this update. You’ll notice a big difference as soon as you enter a world. The UI has been expanded, streamlined and polished with our best Keepa oil. It affects everything -- crafting, the HUD, mining, storage -- making the game much more smooth and satisfying to play. We also added something we’ve been planning on from the beginning: a fuel system for the forge. We think it adds a fun layer of strategy to crafting, but don’t let that stop you from letting us know what you think.
Based on popular feedback, we decided to enable account-bound recipes. This means you can now bring recipes you’ve found or unlocked in your home world to others, giving you more freedom to venture out into other worlds without having to go through the recipe progression every time.
Finally, we threw a few extra things in there just for good measure: Hotfoot just got deadlier -- get too close and he’ll light you on fire. Corrupt mobs also do extra damage if you get too close (introverts hate when you invade their personal space, after all). And of course, there’s always the usual helping of the entrails of bugs we’ve squashed. Thanks for all your help finding them, by the way!
Also, we tried something new this time: a short preview video that goes beyond the patch notes with a few extra details and context (some secrets, too). Watch it here: http://youtu.be/yJSoNoFVgi0
New Features and Content
User Interface Overhaul!
Crafting station, forge, and processor overhaul
Quickbar items now accessible in all crafting stations
Pop-ups for collected items, armor / weapon damage, and newly-learned recipes
Improved in-game HUD layout
10 quickslots (up from 6)
Armor durability widget
Stack splitting changes
Single-left “sticky” click to pick up stacks removed (use left-click-hold and drag instead)
To split stacks, left-click hold and drag a stack, then right-click to drop single items
Right-click shortcut moves entire stacks
...and much, much more!
New Fuel System
Forging now requires fuel
Wood, coal, and many other items can fuel a forge
Different fuels have different heat levels, which will forge materials faster
Account-bound recipes
All unlocked recipes are craftable in any world
When you first enter an old world, any recipes unlocked there will be added to your account-bound list if you don’t already have them
Lava layer enemies now do fire damage
Corrupted layer enemies now do corruption damage
[/list]
Improvements
Improved selection of objects and blocks behind objects
Significant world persistence improvements
Bugfixes
Fix for worlds getting stuck in a bad state
Fix for “inventory full” message spam in multiplayer
Obsidian treasure chests no longer show up in surface desert areas
Healing beacon no longer incorrectly shows an interact option
Outdated “basic crafting” reference in moss torch description fixed
Fix for seeing through world when digging at chunk boundaries
Flowers, mushrooms, and beeswax now collectible even with full inventory if player has a partial incomplete stack
Fireworks text fixed (again)
Creature special attack effects now playing properly in multiplayer
Light now shines through tourmaline glass and diamond glass
Fix for visual issues with reinforced glass
Duplicate audio items removed
Known Issues
Minor animation glitch where sometime the player’s sword may get visually “frozen.” Swinging the sword again will correct it.
You have a decent amount of new stuff to play with in this update. You’ll notice a big difference as soon as you enter a world. The UI has been expanded, streamlined and polished with our best Keepa oil. It affects everything -- crafting, the HUD, mining, storage -- making the game much more smooth and satisfying to play. We also added something we’ve been planning on from the beginning: a fuel system for the forge. We think it adds a fun layer of strategy to crafting, but don’t let that stop you from letting us know what you think.
Based on popular feedback, we decided to enable account-bound recipes. This means you can now bring recipes you’ve found or unlocked in your home world to others, giving you more freedom to venture out into other worlds without having to go through the recipe progression every time.
Finally, we threw a few extra things in there just for good measure: Hotfoot just got deadlier -- get too close and he’ll light you on fire. Corrupt mobs also do extra damage if you get too close (introverts hate when you invade their personal space, after all). And of course, there’s always the usual helping of the entrails of bugs we’ve squashed. Thanks for all your help finding them, by the way!
Also, we tried something new this time: a short preview video that goes beyond the patch notes with a few extra details and context (some secrets, too). Watch it here: http://youtu.be/yJSoNoFVgi0
New Features and Content
User Interface Overhaul!
Crafting station, forge, and processor overhaul
Quickbar items now accessible in all crafting stations
Pop-ups for collected items, armor / weapon damage, and newly-learned recipes
Improved in-game HUD layout
10 quickslots (up from 6)
Armor durability widget
Stack splitting changes
Single-left “sticky” click to pick up stacks removed (use left-click-hold and drag instead)
To split stacks, left-click hold and drag a stack, then right-click to drop single items
Right-click shortcut moves entire stacks
...and much, much more!
New Fuel System
Forging now requires fuel
Wood, coal, and many other items can fuel a forge
Different fuels have different heat levels, which will forge materials faster
Account-bound recipes
All unlocked recipes are craftable in any world
When you first enter an old world, any recipes unlocked there will be added to your account-bound list if you don’t already have them
Lava layer enemies now do fire damage
Corrupted layer enemies now do corruption damage
[/list]
Improvements
Improved selection of objects and blocks behind objects
Significant world persistence improvements
Bugfixes
Fix for worlds getting stuck in a bad state
Fix for “inventory full” message spam in multiplayer
Obsidian treasure chests no longer show up in surface desert areas
Healing beacon no longer incorrectly shows an interact option
Outdated “basic crafting” reference in moss torch description fixed
Fix for seeing through world when digging at chunk boundaries
Flowers, mushrooms, and beeswax now collectible even with full inventory if player has a partial incomplete stack
Fireworks text fixed (again)
Creature special attack effects now playing properly in multiplayer
Light now shines through tourmaline glass and diamond glass
Fix for visual issues with reinforced glass
Duplicate audio items removed
Known Issues
Minor animation glitch where sometime the player’s sword may get visually “frozen.” Swinging the sword again will correct it.
R10 adds six new blocks to the builder’s repertoire. Some are only found in rare treasure chests, others are unlocked through the normal game progression. Check out the fancy new tourmaline and diamond glass blocks.
The sun has gotten stronger, now piercing through the trees with bright shafts of light. Just another one of our many layers of polish to beautify the world of Creativerse.
Also, we realize the last couple updates have been on the lighter side (and R11 may be as well), but that’s because we’ve been busy working on some very big, exciting new features. We wanted to give you guys a sneak preview of some of the stuff you can look forward to seeing in the next couple months.
First, we have a whole new version of the Creativerse world in the works, with existing biomes being expanded and entirely new biomes created. Along with that will come a host of new creatures, blocks and recipe tweak to incorporate all the new stuff. Plus, actual continents and oceans! Take a look at some earlyscreenshots.
We also have an overhaul of the crafting system UI, making it easier and more intuitive to use, a snazzy new main menu screen, plus a bunch of other stuff we can’t even talk about yet. Can’t wait for you guys to see it!
Finally, here’s the full patch notes for R10…
New Features and Content
Sun shafts
New extractor art and animations (including super extractor!)
New craftable blocks:
Yellow Mosaic Tile Wall (Found Recipe)
Red Mosaic Tile Wall (Found Recipe)
Blue Mosaic Tile Wall (Found Recipe)
Tourmaline Glass (Unlocked on Tourmaline)
Green Tourmaline Glass (Unlocked on Tourmaline Glass)
Diamond Glass (Unlocked on Diamond)
Improvements
Lighting improvements
Extractor visual polish
Changed brown mushroom and glowing mushroom art
Tweaks and adjustments to sound effects and music
Backend server optimizations
Bugfixes
Fix for enemies not being able to target and hit players in doorways
Fix for wooden door transparency issue
Fix for hit effects not playing for some players in multiplayer
Dead players can no longer interact with things (like death statues!)
R10 adds six new blocks to the builder’s repertoire. Some are only found in rare treasure chests, others are unlocked through the normal game progression. Check out the fancy new tourmaline and diamond glass blocks.
The sun has gotten stronger, now piercing through the trees with bright shafts of light. Just another one of our many layers of polish to beautify the world of Creativerse.
Also, we realize the last couple updates have been on the lighter side (and R11 may be as well), but that’s because we’ve been busy working on some very big, exciting new features. We wanted to give you guys a sneak preview of some of the stuff you can look forward to seeing in the next couple months.
First, we have a whole new version of the Creativerse world in the works, with existing biomes being expanded and entirely new biomes created. Along with that will come a host of new creatures, blocks and recipe tweak to incorporate all the new stuff. Plus, actual continents and oceans! Take a look at some earlyscreenshots.
We also have an overhaul of the crafting system UI, making it easier and more intuitive to use, a snazzy new main menu screen, plus a bunch of other stuff we can’t even talk about yet. Can’t wait for you guys to see it!
Finally, here’s the full patch notes for R10…
New Features and Content
Sun shafts
New extractor art and animations (including super extractor!)
New craftable blocks:
Yellow Mosaic Tile Wall (Found Recipe)
Red Mosaic Tile Wall (Found Recipe)
Blue Mosaic Tile Wall (Found Recipe)
Tourmaline Glass (Unlocked on Tourmaline)
Green Tourmaline Glass (Unlocked on Tourmaline Glass)
Diamond Glass (Unlocked on Diamond)
Improvements
Lighting improvements
Extractor visual polish
Changed brown mushroom and glowing mushroom art
Tweaks and adjustments to sound effects and music
Backend server optimizations
Bugfixes
Fix for enemies not being able to target and hit players in doorways
Fix for wooden door transparency issue
Fix for hit effects not playing for some players in multiplayer
Dead players can no longer interact with things (like death statues!)
Happy new year! It's time for R9. Since we took the holidays off, this is going to be on the lighter side as far as releases go. There's only one new feature -- though it's an often requested one -- key re-mapping.
But there are also a bunch of improvements and bug fixes. For example, one improvement, suggested by the community: visitors will no longer be harmed by mobs. In fact, most of the additions and fixes in this update came from player suggestions and bug reports. We really do appreciate all the help you guys give us. Keep it coming! Our forums are this way.
Here are the release notes...
New Features and Content
Hotkey re-mapping (use the one in-game and not on the game launcher)
Improvements
Enemies are now peaceful to players with Visitor permissions
Adjustment to jump height allowing easier jumping into two-high spaces
Revised swimming / drowning effect
Keepa visual variations
Change to standard HTTP ports to improve world downloading for some players
Saplings no longer spawn randomly; only obtained by pulling wood / leaves
Reversion to less-irritating loot bag closing sound
Minor audio tweaks
Bug Fixes
Lighting fixes for non-block objects
Fix for some simulations dramatically slowing down the game
Light now properly passes through half-height slab blocks
Spamming the “T” key no longer stacks touchstone teleports
Flare effect no longer oversized
Fix for block duplication exploit
Fix for crafting duplication exploit
Fix for being catapult-launched while placing blocks underwater
Tooltip no longer vanishes when buffs run out
Fix for chests and teleporters visually vanishing to other players when “pulled” in multiplayer
Fix for missing wood roof icon
Growth simulation tweaks
Leaves and wood will no longer pull and vanish if inventory is full
Labels on chests and other items no longer default to “Enter a message” if you back out while changing the label
Happy new year! It's time for R9. Since we took the holidays off, this is going to be on the lighter side as far as releases go. There's only one new feature -- though it's an often requested one -- key re-mapping.
But there are also a bunch of improvements and bug fixes. For example, one improvement, suggested by the community: visitors will no longer be harmed by mobs. In fact, most of the additions and fixes in this update came from player suggestions and bug reports. We really do appreciate all the help you guys give us. Keep it coming! Our forums are this way.
Here are the release notes...
New Features and Content
Hotkey re-mapping (use the one in-game and not on the game launcher)
Improvements
Enemies are now peaceful to players with Visitor permissions
Adjustment to jump height allowing easier jumping into two-high spaces
Revised swimming / drowning effect
Keepa visual variations
Change to standard HTTP ports to improve world downloading for some players
Saplings no longer spawn randomly; only obtained by pulling wood / leaves
Reversion to less-irritating loot bag closing sound
Minor audio tweaks
Bug Fixes
Lighting fixes for non-block objects
Fix for some simulations dramatically slowing down the game
Light now properly passes through half-height slab blocks
Spamming the “T” key no longer stacks touchstone teleports
Flare effect no longer oversized
Fix for block duplication exploit
Fix for crafting duplication exploit
Fix for being catapult-launched while placing blocks underwater
Tooltip no longer vanishes when buffs run out
Fix for chests and teleporters visually vanishing to other players when “pulled” in multiplayer
Fix for missing wood roof icon
Growth simulation tweaks
Leaves and wood will no longer pull and vanish if inventory is full
Labels on chests and other items no longer default to “Enter a message” if you back out while changing the label