Creativerse - PlayfulDavid
It's time for another totally amazing Creativerse sale!

How much off? 50%!

For how long? The next two weeks!

Are we totally insane? Who knows? More importantly: who cares? Time to jump in and join the pigsy-whacking, cave-exploring, lighthouse-building, sentinel-constructing, wonders-of-the-world-recreating fun!
Creativerse - PlayfulDavid
It's time for another totally amazing Creativerse sale!

How much off? 50%!

For how long? The next two weeks!

Are we totally insane? Who knows? More importantly: who cares? Time to jump in and join the pigsy-whacking, cave-exploring, lighthouse-building, sentinel-constructing, wonders-of-the-world-recreating fun!
Creativerse - dleary
Hey Creatifriends,

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
  • Alpha fix for stained glass blocks
  • Fix for selection issue with Grand Arctek Chest
  • Fix for timer display inconsistencies in Forge
  • Hotkey “swap” fix for quickbar 9 & 0 slots
  • Minor sound effect bugfixes
Creativerse - dleary
Hey Creatifriends,

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
  • Alpha fix for stained glass blocks
  • Fix for selection issue with Grand Arctek Chest
  • Fix for timer display inconsistencies in Forge
  • Hotkey “swap” fix for quickbar 9 & 0 slots
  • Minor sound effect bugfixes
Creativerse - PlayfulDavid
Hey Creatifriends,

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.
Creativerse - PlayfulDavid
Hey Creatifriends,

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.
Creativerse - PlayfulDavid
Hi Creatifriends,

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 early screenshots.

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!)
  • Extractor placement graphical glitch addressed
  • Minor description text fixes
Creativerse - PlayfulDavid
Hi Creatifriends,

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 early screenshots.

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!)
  • Extractor placement graphical glitch addressed
  • Minor description text fixes
Creativerse - PlayfulDavid
Creatifriends!

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
Creativerse - PlayfulDavid
Creatifriends!

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
...