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
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
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
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
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.