Creativerse - PlayfulDavid
Hi Creatifriends,

This is it! This is the update you’ve all been waiting for. We’ve crammed as many new biomes, creatures and cool things as we could fit into this update. Then we threw in a few more for good measure. Rather than give you a wall of text summarizing everything, we’ll just make three points before diving into the patch notes...

1) We’re not joking -- this release is massive. Normally we prefer to pace things out more, but World v2 requires you create a new world to get the new content. We want to keep to an absolute minimum occasions where we ask players to restart. On that note, you can still access and play on your old worlds, though there are a few items you’ll no longer be able to craft.

2) As big as this update is, it doesn’t quite have everything we were hoping it would. For instance, the new mobs’ attacks aren’t up to snuff compared to the usual suspects. They will get better in future updates. And we’ll likely continue to refine some of the textures and other art elements.

3) In addition to World v2, there are several changes you’ll enjoy no matter what world you’re in. For example, real flames on torches, bloom lighting effects, bigger chests, performance improvements / network optimizations for better gameplay overall and a bunch of bugfixes.

Patch notes are below. If you don’t have a chance to play this very moment, get a taste for what’s new in this teaser video. If you do have time, slap a power cell on, grab some torches and get lost!


New Features and Content

IMPORTANT NOTE: Many of the new features in R14 are only available if you generate a new world! Your old worlds will still be accessible, but will be missing new content and not all recipes will be craftable.

  • New biomes
    • Swamp
    • Savannah
    • Jungle
    • Canyons
    • Dunes
    • Autumn Forest
    • Tundra
    • Oasis
    • Coastal
    • Foothills
  • Balance overhaul
    • Ore extraction amount rebalance (less produced from higher-level ores)
    • Durability adjustments
    • Armor adjustments
    • Weapon adjustments
    • Creature difficulty rebalance
    • New creature abilities and effects
    • Medium and large potions removed
  • New terrain generation features
    • Foliage system
    • River generation and simulation
    • Improved and more varied cave generation
    • Temperate and climate simulation for unique biome variants
    • Natural tree architect and generation
    • Revised ore seeding and ore vein generation
    • Continent-based world generation
    • Larger, more sprawling biomes
  • 58 new blocks
  • 6 new creatures
    • BossHog
    • ShrewdShrew
    • DustEvil
    • Rambeau
    • Pebble
    • Trog
  • 6 new creature variants
    • Feral Pigsy
    • Mossy, Dried, and Autumn Leafi
    • Arctic Miru
    • Blizzard Chizzard
  • 12 new crafting materials
  • 10 new craftables
    • Poison Resistance Potion
    • Poison Bomb
    • Bungalow Wall
    • Bungalow Accent Wall
    • Bungalow Accent Fur Wall
    • Bungalow Support
    • Bungalow Window
    • Bungalow Roof
    • Bungalow Stairs
    • Bungalow Window
  • Bloom effects
  • Flame visuals for torches

Improvements
  • Day / night tweaks
  • Chests (except grand arctek chests) have more space
  • Lighting and z-fighting fixes near world chunk boundaries
  • Performance improvements
  • AI improvements
  • Network and server optimizations

Bugfixes
  • Slab and rod order made consistent in processor for different raw materials
  • Basic extractor now properly account-bound
  • Spawning fixes for creatures and treasure chests
  • Fix for green flare getting “stuck” on player avatar in inventory screen
  • Keybindings for missing game features removed
Creativerse - PlayfulDavid
Hi Creatifriends,

This is it! This is the update you’ve all been waiting for. We’ve crammed as many new biomes, creatures and cool things as we could fit into this update. Then we threw in a few more for good measure. Rather than give you a wall of text summarizing everything, we’ll just make three points before diving into the patch notes...

1) We’re not joking -- this release is massive. Normally we prefer to pace things out more, but World v2 requires you create a new world to get the new content. We want to keep to an absolute minimum occasions where we ask players to restart. On that note, you can still access and play on your old worlds, though there are a few items you’ll no longer be able to craft.

2) As big as this update is, it doesn’t quite have everything we were hoping it would. For instance, the new mobs’ attacks aren’t up to snuff compared to the usual suspects. They will get better in future updates. And we’ll likely continue to refine some of the textures and other art elements.

3) In addition to World v2, there are several changes you’ll enjoy no matter what world you’re in. For example, real flames on torches, bloom lighting effects, bigger chests, performance improvements / network optimizations for better gameplay overall and a bunch of bugfixes.

Patch notes are below. If you don’t have a chance to play this very moment, get a taste for what’s new in this teaser video. If you do have time, slap a power cell on, grab some torches and get lost!


New Features and Content

IMPORTANT NOTE: Many of the new features in R14 are only available if you generate a new world! Your old worlds will still be accessible, but will be missing new content and not all recipes will be craftable.

  • New biomes
    • Swamp
    • Savannah
    • Jungle
    • Canyons
    • Dunes
    • Autumn Forest
    • Tundra
    • Oasis
    • Coastal
    • Foothills
  • Balance overhaul
    • Ore extraction amount rebalance (less produced from higher-level ores)
    • Durability adjustments
    • Armor adjustments
    • Weapon adjustments
    • Creature difficulty rebalance
    • New creature abilities and effects
    • Medium and large potions removed
  • New terrain generation features
    • Foliage system
    • River generation and simulation
    • Improved and more varied cave generation
    • Temperate and climate simulation for unique biome variants
    • Natural tree architect and generation
    • Revised ore seeding and ore vein generation
    • Continent-based world generation
    • Larger, more sprawling biomes
  • 58 new blocks
  • 6 new creatures
    • BossHog
    • ShrewdShrew
    • DustEvil
    • Rambeau
    • Pebble
    • Trog
  • 6 new creature variants
    • Feral Pigsy
    • Mossy, Dried, and Autumn Leafi
    • Arctic Miru
    • Blizzard Chizzard
  • 12 new crafting materials
  • 10 new craftables
    • Poison Resistance Potion
    • Poison Bomb
    • Bungalow Wall
    • Bungalow Accent Wall
    • Bungalow Accent Fur Wall
    • Bungalow Support
    • Bungalow Window
    • Bungalow Roof
    • Bungalow Stairs
    • Bungalow Window
  • Bloom effects
  • Flame visuals for torches

Improvements
  • Day / night tweaks
  • Chests (except grand arctek chests) have more space
  • Lighting and z-fighting fixes near world chunk boundaries
  • Performance improvements
  • AI improvements
  • Network and server optimizations

Bugfixes
  • Slab and rod order made consistent in processor for different raw materials
  • Basic extractor now properly account-bound
  • Spawning fixes for creatures and treasure chests
  • Fix for green flare getting “stuck” on player avatar in inventory screen
  • Keybindings for missing game features removed
Creativerse - PlayfulDavid
Hi Creatifriends,

Guess what? It’s R13 time! This update gives you the fancy new Drago blocks, which harness the beauty of the lava layer with striking grace. See for yourself…

There are also a bunch of improvements to our simulation system, which means performance will be much smoother when working with liquid or the corruption layer. And make sure to give TNT another chance to dazzle you as the sound, explosion and damage are now synced — just like in real life! We can’t wait to see the pics you guys post of entire continents blown to smithereens!

How’s it going with those new biomes, you ask? Swimmingly! But it’s taking us a bit longer than expected. We appreciate your patience as we work hard to get things just right. (We’ll share some footage from world v2 soon to give you a glimpse of what we have in store).

Here are the patch notes…

New Features and Content
  • New blocks
    • Igneous Wall (unlocks on Igneous Rock)
    • Igneous Roof (unlocks on Igneous Wall)
    • Hardened Lava Floor (unlocks on Hardened Lava)
  • Added visual effect to health bar when player heals

Improvements
  • Significant performance improvements to water, corruption, and other simulations
  • TNT explosion performance improvements
  • Minor AI adjustments

Bugfixes
  • Fix for Keepa not running away until attacked
  • Fix for Obsidian Door and Bedrock Door not being account-bound
  • Fix for some objects “blinking out” in multiplayer if half-pulled by another player
  • Fix for incorrect “white flash” when dragging stacks of blocks over character in inventory
  • Fix for misaligned beacons over death urns
  • Fix for visible black lines on salt block when seen at a distance
  • Enemies now show names again when targeted
  • Minor stability fixes
Creativerse - PlayfulDavid
Hi Creatifriends,

Guess what? It’s R13 time! This update gives you the fancy new Drago blocks, which harness the beauty of the lava layer with striking grace. See for yourself…

There are also a bunch of improvements to our simulation system, which means performance will be much smoother when working with liquid or the corruption layer. And make sure to give TNT another chance to dazzle you as the sound, explosion and damage are now synced — just like in real life! We can’t wait to see the pics you guys post of entire continents blown to smithereens!

How’s it going with those new biomes, you ask? Swimmingly! But it’s taking us a bit longer than expected. We appreciate your patience as we work hard to get things just right. (We’ll share some footage from world v2 soon to give you a glimpse of what we have in store).

Here are the patch notes…

New Features and Content
  • New blocks
    • Igneous Wall (unlocks on Igneous Rock)
    • Igneous Roof (unlocks on Igneous Wall)
    • Hardened Lava Floor (unlocks on Hardened Lava)
  • Added visual effect to health bar when player heals

Improvements
  • Significant performance improvements to water, corruption, and other simulations
  • TNT explosion performance improvements
  • Minor AI adjustments

Bugfixes
  • Fix for Keepa not running away until attacked
  • Fix for Obsidian Door and Bedrock Door not being account-bound
  • Fix for some objects “blinking out” in multiplayer if half-pulled by another player
  • Fix for incorrect “white flash” when dragging stacks of blocks over character in inventory
  • Fix for misaligned beacons over death urns
  • Fix for visible black lines on salt block when seen at a distance
  • Enemies now show names again when targeted
  • Minor stability fixes
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.
...