After several years of development I'm excited to finally be announcing my new game project, AutoForge. Much like Crea, AutoForge is a 2D sandbox game. However, it has a pretty big twist - it is a factory building game too! Visit the official website for more information: http://playautoforge.com/ [previewyoutube=AQIBjnb5wlE;full][/previewyoutube]
Wishlist AutoForge on Steam
https://store.steampowered.com/app/1960480/AutoForge
Join the discord community
Questions
I'm happy to answer any questions you may have. You can ask away here or over on the Discord server. Thank you everyone for your continued support. I'm excited to share a bit of what I've been working on for so long.
Ten years ago the seed of Crea was planted into my head. I immediately began work not knowing that it'd lead me on such an exciting and long journey. While there were many struggles along the way, as explained in my last update, there were far more wonderful moments. I would have never made it as far as I did without your support. Thank you for all of the kind words and encouragement throughout the years. As a thank you and way to celebrate all of this time, Crea will be 75% off for the next week! Be sure to share this great deal with your friends, family, enemies, and any other dressed mannequins you know.
Greetings everyone!
It has been over two years since my last official post, so first off I want to thank everyone for being patient with me and apologize that it has taken this long. This post is a mixture of both great news and not so great news. TL;DR: Crea will not be receiving any substantial updates in the future; however, I'm not done with either the world of Crea nor the game concept. This is undoubtedly upsetting to many of you as many people have told me that the game has so much potential. I too share that feeling, but it gives me hope for the future! Before looking forward to the future let's take a look at the past - storytime! The world of Crea was born nearly 20 years ago as an RPG Maker 2k game that I was working on in High School. In true indie gamedev style, the scope of the game I designed was way beyond my abilities at the time. Years later I revisited the Crea mythos in the form of a card game inspired by Final Fantasy 8/9. Once again years later in February 2012 I was inspired to take the world I had been working on for so long and began shaping it into Crea, the sandbox RPG game you know today. I worked on it during nights and weekends while holding a fulltime job. The successful Crea Kickstarter gave me the confidence to quit my job and work on Crea full time. In my youthful naivete, I sincerely believed the game would be released in just a few months. Instead, it took another 4 years to a 1.0 release and several years of post 1.0 updates. During Crea's development I was continually revising the vision for the game while constantly behind the unrealistic schedule I had set for myself. This led to making many poor decisions and a relentless pressure, primarily from myself, to get Crea released. Unsurprisingly, years of this pressure resulted in burnout and depression. It has taken me the majority of the last 3 years to recover to the point that I could even resume game development. During that time I did somehow manage to release the latest Crea update in August 2019. With a new update out and an acquaintance offering to dedicate some development time, things were looking up for Crea. I was excited and shared that excitement in my last post, Creas Future. Unfortunately not everything turned out the way I had hoped. My wife and I had a newborn, and things got very challenging with the newborn and toddler. We enrolled the toddler into preschool so that I could have more time to work. That backfired as the toddler was sick just as often as she wasnt, and the rest of the family would become ill too. Things were finally starting to look up again in the second half of February 2020...when it all fell apart again. As we all know the pandemic affected everyone and in different ways. For my family it meant going back into survival mode with two little kids stuck at home. Struggling with exhaustion and burnout again, I barely touched game development until the beginning of December 2020. At that point I felt it was best to start something new that I would be truly excited about. My new project, AutoForge, is a 2D sandbox base building automation game (Terraria meets Factorio) being developed in a new engine I plan to use for future projects. Autoforge will take some time to develop and afterwards, then I would love to work on a Crea followup. I've already designed out a large chunk of what a new Crea game would look like. It would be a great undertaking which is why I'm trying to build up to it - both engine and development team. The best way I believe I can achieve that is making a smaller game such as AutoForge. I apologize to fans who were looking forward to the updates that I promised in the last Creas future post. As I hope you can see from this post, Crea has been a part of my life in some form for the last 20 years. Its truly a part of me and not something I've chosen to carelessly abandon. Im moving forward with a new project because I believe thats whats best for my career and mental health. I dont know exactly what my future holds, but I do know that I'm going to keep working hard on making even better games. If you have any questions you are welcome to ask them in the comments below and Ill do my best to answer. Thank you for all of the support and I hope I will continue to have it moving forward.
As some of you may had noticed Crea's updates have gotten less and less frequent leading up to the release of "Chaos Awakening". This is about to change! I'm excited to announce that Crea has a new developer helping out part-time. Andrew (Wacko) is a talented developer with over a decade of experience working on games such as Starcraft 2. All of the work Andrew is doing is completely volunteer - that's just how awesome he is. If you see Wacko around be sure to give him some love. With Chaos Awakening released we are planning out and starting development on the next major update, v1.8. Our focus will be setting the stage for bigger and better future updates. One of the major changes we are making is modernizing the custom engine that Crea runs on. With these changes Crea will run smoother on more machines including proper 4k and Mac OSX support. We are also listening closely to feedback and you can expect to see some of that addressed as soon as v1.8. Before completely moving onto the next update, I am planning to put out at least one more patch addressing issues recently reported. Thank you everyone for reporting issues so diligently and for your patience while I fix them.
Hello to all of you new players that have joined Crea's community recently! I hope you are all enjoying Crea's latest update, Chaos Awakening. I wanted to give you a bit of useful information.
Developer Livestreams
I do daily development livestreams where you are welcome to join to follow development, ask questions, request support, or tell me how much you love me. https://www.twitch.tv/siegegames
Official Discord Server
Great place to find other players to play with, provide feedback, report issues, or just chat away. https://discord.gg/crea
Supporting Crea
Thank you for all of the support thus far! The best way to continue supporting Crea is to share it with your friends, friends, and favorite influencers. Leaving a review is also a great way to show your support and provide feedback - be sure to give details!
Patch v1.7.3
Speaking of support, I have just released a new patch v1.7.3 that has resolved several issues. You can check out the details here: https://steamcommunity.com/app/280520/discussions/0/1640918469750611138/?ctp=2#c1640919103674778989
Join in on the Chaos and celebrate the release of the "Chaos Awakening" update along with the best discount yet! Here are a few things we will be doing:
- Playing Crea
- AMA (Ask Me Anything)
- Crea history lesson
- Sneak peak at Crea's future
- Giveaways
- Celebrating Jasson's Birthday
Today's Deal: Save 66% on Crea!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Something deep in Crea seems to have been disturbed some time ago. It has been growing unnoticed and today it has broken free!
A brand new update for Crea, Chaos Awakened, is now available to play! This update focuses on adding new content, bolstering bosses, balancing, incorporating player feedback and resolving many outstanding issues. This update has something for everyone.
Rumors are that a new inhabitant of Crea, the Chaotician, reveals himself to those that have truly engaged Chaos.
[quote]Oh good, you are here. I needed a bit more Chaos in my life.[/quote]
Chaos has further corrupted the creatures of Crea and many new monsters can now be found roaming the world.
The corrupted Aer (Bosses) have been rejuvenated with this surge of Chaos and will undoubtedly provide a worthy challenge. Unlocking bosses is now much clearer. Their attacks and mechanics have been greatly refined. The Chaos has culminated into a new high difficultly boss only the strongest can face.
Chaos has weakened the natural healing abilities of Crea and adventurers now much look to other means to survive. Healing tonics are great for recovering health and can easily be refilled with alchemy; however, acquiring new and stronger containers prove to be costly.
The Chaos Effect is wide reaching and more can be learned from here: https://steamcommunity.com/app/280520/discussions/0/1640918469750611138/
Regarding Mac OS Support
Over the years Mac OS has continued to evolved and Crea has unfortunately not kept up with these changes. Consequently I have decided to remove the Mac OS support tag on the store page for the time being as its quality is not high enough. This update has been released for those who already own Crea on Mac OS. The goal is to rework Crea's game engine and resolve these Mac OS issues and many others. In the meantime I ask for your patience and understanding. Thank you!
I am extremely happy to announce that Crea's latest update, Magnificent Mechanisms, is now officially released. It started out as an innocent update but slowly grew into the beast of an update it is today. So what exactly does this Magnificent Mechanisms bring?
Mechanical Wiring System
Thanks to the Syle Manipulator it is now possible to connect items together and create complex automated systems. When a device sends a signal it has a power level which the receiving item can react to in different ways. It can be as simple as a light changing color based on the power level to as complex as a series of logic gates with conditional logic based on the power level. Automatically open doors, easily move water, and even transfer items in treasure chests. The power is now yours.
Completely redesigned dungeons
The original dungeon concept had some great ideas but ultimately had some fatal flaws. I took dungeons back to the drawing board and now they are better than ever. Every sector you advance through includes multiple threats including monsters, traps and environmental hazards. Progress towards the end and you will now be greeted by a boss and a reward if you claim victory.
Multiplayer Enhancements
With the extended development time I took the opportunity to beef up multiplayer. Bandwidth usage has been reduced by roughly 90% meaning less lag for everyone. The HUD has received a facelift and along with it ally vitals will now be displayed below yours. Target yourself or your ally by the portrait or hovering over your ally character - ally targeting has been fixed!
Full Changelog: https://steamcommunity.com/app/280520/discussions/0/3216031607501136699/
Happy holidays everyone!
It has been a few months of work since my last status update and this one has some amazing news. The upcoming version of Crea, Magnificent Mechanisms, (v1.6) is now in public beta. Much excite! There are so many amazing changes in Magnificent Mechanisms. It will undoubtedly dazzle new and old players. For now I will withhold divulging details as I want the official launch to be the highlight. At that time I will go over the juicy new features and give an extensive changelog (it is going to be huge). So far it has been tested by many players for a few months now and is very close to prime time. Now is your chance to get a first look (more like second or third) at this super exclusive (everyone can play) beta. If you do play then please join the discord and let me know how it is going. You can join by opening up the Crea game properties in Steam, going to the "BETA" tab and then selecting the "beta" branch from the dropdown menu.
Introduction
After Housewarming Update (v1.5) came out last year I decided to turn my attention to the dungeon system. Before taking some time off from development I laid out the dungeon design changes I wanted to make. As usual, I decided on the most ambitious ideas I could imagine which has resulted in the dungeon system being rebuilt from the ground up. In this post I want to share why I think the dungeon system needed to change and what these changes will look like.
Revisiting Dungeons
After turning my attention to dungeons it quickly became obvious that the biggest decision I had to make was if I should attempt to salvage it or completely scrap it. I heavily considered taking the salvaging route but a major factor was that another programmer had implemented it entirely. This meant I had to first learn the existing code before I could make substantial changes. Additionally, dungeons were riddled with both design and mechanical issues that I wanted to overcome.
What are these issues even? Dungeons are currently huge sprawling areas with interweaving hallways and massive rooms. This sounds great but in practice it lead to players running aimlessly hoping to stumble upon the exit. Exploring was uninteresting and monsters could often be entirely ignored - unless the exit objective required you to kill them in which case good luck tracking them all down. Needless to say the progression was empty and culminated into absolutely nothing when the end presented you with no boss or any sort of climax - dungeons fizzled. These are fundamental issues which necessitated fundamental changes. Mechanical issues also plauged dungeons with the most popular being hallways being blocked by rooms preventing progress.
Looking at these issues I worked to shape the dungeon design into something more coherent. First, dungeons should focus on survival and not exploration. The main world is where the exploration should happen. To reinforce this focus on survival it made sense to narrow exploration into something much more linear. Additionally, it is crucial that dungeons build to a climax to make completing dungeons feel both challenging and satisfying. So how does this all translate into a new system?
Dungeon Redesign
Dungeons will continue to be broken up into multiple floors (realms/maps). Each floor is segmented into a "sector" which will have its own objective. Progression through sectors will be linear and completing the sector objective is necessary in order to advance to the next sector. Difficulty will ramp up slowly as you progress through sectors and floors. Upon reaching the last sector of the entire dungeon you will encounter a worthy boss. Upon victory you will be rewarded with a juicy treasure chest.
Sectors have become the pivotal component in dungeons and they are receiving much attention. Sector objectives will range from "kill all monsters" to "flipping a switch in a room guarded by monsters to power a treasure chest in another room that has the sector key in it". Objectives will have lots of variety and there can be a supporting objective to add even more. You will never know what to expect in the next sector.
Focusing on survival, there are many threats within dungeons the player will face. Hazards such as lava pools, poisonous plants and spikes will be despersed throughout. Players will encounter many traps as well such as flamethrowers, dart shooters, bomb launchers and monster alerts. Even monsters are going to prove more challenging as they will patrol their area and will link with other monsters if you're not careful. Don't be a Leeroy Jenkins and rush into rooms!
Conclusion
Now that you know more about the changes to dungeons I hope you're as excited as I am about them. Dungeons wont be the only changes coming to the v1.6 update. You can look forward to new items, bug fixes and even a "secret" new feature. Unfortunately major changes like these take time and I still have much to do. I have made great progress on dungeons and hope to have an early beta version released in the next few weeks. If you would like to follow development more closely then you are more than welcomed to follow the Siege Games Twitch channel with the schedule below. I have also been attempting to revive the Crea Discord Server and you should join! Thank you again for everyone's continued support.
Stream Schedule
Weekdays: 7AM to 2PM Pacific Time
Weekends: 12PM to 4PM Pacific Time
Wow! It is already May! I hope everyone is having a good year so far! Apologies for having such a long period between announcements. I have intended to post something for over two months but am only now managing to force myself to do so. In this post I want to give an update on Crea and as well as details on why this current Crea update is still in development.
Crea Development
Just to get it out there: yes, the Crea 1.6 update is still being worked on. I am still figuring out exactly what it will have and when it will be released. I will tease that a big new feature has been completed for it which will delight those who like to build. There are many other things I would love to do in 1.6 so I ask for your patience for a bit longer. It is also worth noting that I am once again the sole developer on Crea. The artist, Jonatan, did great work for Crea but after wetting his appetite for indie gamedev he wanted to work on his own projects for awhile. I hope to work with him again in the future!
Development Delays
So why is this update taking so long? Well, to be honest, it is because I have hardly worked on it. I started last year working as hard as I could go and kept at it for a solid 7 months working incredibly hard. Kelley (former Crea artist and wife) and I decided to travel to Stockholm for 6 weeks (August-September) with our daughter. Here is a picture of us taking a day trip to Skansen, an open-air museum.
Afterwards we decided to move back to California and once there I found myself in a not so great place. In the past I have kept up the facade that everything is great even when they're not. I decided to stop that and instead share the struggles in hopes that it may help others and maybe in the future it will help me too. After the 5+ years of working on Crea I was extremely burned out. I had suffered from minor burnout during development but nothing close to this. My desire to do any game development entirely dissipated. With my productivity gone I felt aimless and empty which resulted in me becoming depressed. Occasionally, I would struggle in an attempt to be productive but my motivation was at an all time low and my attempts where fruitless. I retreated into an old MMO with my brothers which lasted until the end of February when my brothers' grew bored of the game. At that point I was forced out of my routine and fortunately I discovered my motivation was renewed and productivity slowly returned. This is certainly not the best way to handle this situation but I think talking about it is a good step in the right direction. Since the end of February I have been very busy with Crea and several side projects. For awhile I was juggling them and then I decided to finish these side projects first. That way they can be completed finally and I would be able to focus 100% on Crea once more. Another week or two and I should be back on Crea fulltime.
Hexachain
One of these projects is Hexachain, a mobile zen puzzle game about connecting hexes together and then destroying the hex chain. I started this project a few years ago with a friend and we have really wanted to finish it. It is now in beta testing and if you are interested you can sign up with the link associated to your device OS: Android: https://rink.hockeyapp.net/recruit/33fdb08c98aa47188f4adf20d1117f31 iOS: https://rink.hockeyapp.net/recruit/609d47a79dec40b7b0f66759c071fd9a
House
Another project I have been working on for awhile now is becoming a homeowner. We decided to buy a new construction home which we have been working on getting since coming back from Sweden. It is finally nearing completion and we should be moved in by the end of May. Here is a sneak peak at the future home of Siege Games!
Loves
Thank you everyone for your amazing support and patience. The last half year has been tough for me but things are looking up and I'm exited for the second half of this year!
Hello, I hope everyone is doing well! I wanted to give everyone an update on the progress for the next big update (1.6). While it is developing nicely; it still needs awhile longer in the oven to fully bake. So what is planned for the 1.6 update? Currently in beta, I am bringing much better unicode support to Crea and making it vastly easier to translate with the Localizer tool. This will hopefully lead to more languages added to Crea soon! The main course for the update is enhanced dungeons. "Lackluster" and "anticlimactic" would be good words to describe the current dungeon system. The dungeon modifiers and objectives will be balanced and expanded upon. Other aspects such as treasure will be rebalanced and most importantly bosses will be added to the end of dungeons. Thank you for your continued support! Happy holidays!
Hello, I hope everyone is doing well! I wanted to give everyone an update on the progress for the next big update (1.6). While it is developing nicely; it still needs awhile longer in the oven to fully bake. So what is planned for the 1.6 update? Currently in beta, I am bringing much better unicode support to Crea and making it vastly easier to translate with the Localizer tool. This will hopefully lead to more languages added to Crea soon! The main course for the update is enhanced dungeons. "Lackluster" and "anticlimactic" would be good words to describe the current dungeon system. The dungeon modifiers and objectives will be balanced and expanded upon. Other aspects such as treasure will be rebalanced and most importantly bosses will be added to the end of dungeons. Thank you for your continued support! Happy holidays!
Hello everyone! I just wanted to give a quick update on a few things.
1.5.5 Patch
I just released a small patch that fixes a few issues around using mods.
- Resolved issue with activating a mod for an existing world without first selecting it which resulted in putting the world content information into a bad state that causes it to crash on load
- Fixed issue with some mods using old craft categories
- Attempt to resolve Xbox One controllers misbehaving
Pricing Availability
[strike]Several countries had their pricing updated by Steam and this caused Crea to become unavailable int hose countries. I have submitted new prices and am awaiting Steam's approval. I unfortunately do not know when this will happen but keep checking back.[/strike] Steam updated the pricing!
Update Progress
The next update is in progress and while I'll hold off on exact details I will tease that friend's of the dungeoneer will be pleased! I am hoping to get this update out before Christmas.
Hello everyone! I just wanted to give a quick update on a few things.
1.5.5 Patch
I just released a small patch that fixes a few issues around using mods.
- Resolved issue with activating a mod for an existing world without first selecting it which resulted in putting the world content information into a bad state that causes it to crash on load
- Fixed issue with some mods using old craft categories
- Attempt to resolve Xbox One controllers misbehaving
Pricing Availability
[strike]Several countries had their pricing updated by Steam and this caused Crea to become unavailable int hose countries. I have submitted new prices and am awaiting Steam's approval. I unfortunately do not know when this will happen but keep checking back.[/strike] Steam updated the pricing!
Update Progress
The next update is in progress and while I'll hold off on exact details I will tease that friend's of the dungeoneer will be pleased! I am hoping to get this update out before Christmas.
From the very beginning I planned for Crea to support multiple languages. My hopes were that the community would help localize Crea and I have not been let down. There are numerous attempts to translate it including Russian, French, Japanese and Chinese to name a few. However, as Crea continued to grow these existing localizations struggled to keep up as it is extremely difficult to know what text had been added, removed, or changed. This is finally changing!
Localization Tool
I have been working on better localization support since the last update and am ready to share what I've come up with. I have created a tool inside Crea called "Localizer" which allows you to filter, edit and preview localization entries. It will also version your entry and let you know when it is outdated making it easy to keep your localization up to date.
While editing there is a live preview which reflects what it will look like in-game including the styling and line length.
Localizing Crea
My hope is to bring official localizations to Crea with the community's help. If you would like to help contribute then you should reply to this forum post letting everyone know so that we can work together. I am considering putting together an official github repository of the localizations for everyone to view and make push requests to (submissions). I have released an update to the beta branch which has the Localizer. I have not done much testing on the game outside of the Localizer. I have also updated the creating localizations documentation so be sure to check that out on getting started.
From the very beginning I planned for Crea to support multiple languages. My hopes were that the community would help localize Crea and I have not been let down. There are numerous attempts to translate it including Russian, French, Japanese and Chinese to name a few. However, as Crea continued to grow these existing localizations struggled to keep up as it is extremely difficult to know what text had been added, removed, or changed. This is finally changing!
Localization Tool
I have been working on better localization support since the last update and am ready to share what I've come up with. I have created a tool inside Crea called "Localizer" which allows you to filter, edit and preview localization entries. It will also version your entry and let you know when it is outdated making it easy to keep your localization up to date.
While editing there is a live preview which reflects what it will look like in-game including the styling and line length.
Localizing Crea
My hope is to bring official localizations to Crea with the community's help. If you would like to help contribute then you should reply to this forum post letting everyone know so that we can work together. I am considering putting together an official github repository of the localizations for everyone to view and make push requests to (submissions). I have released an update to the beta branch which has the Localizer. I have not done much testing on the game outside of the Localizer. I have also updated the creating localizations documentation so be sure to check that out on getting started.
Greetings adventurers! It has been awhile since we spoke last and I'm excited to bring good news - Housewarming (v1.5) is now available!
In Housewarming the focus has been on improving building and adding an incentive to construct a base. You will also find many new home items and several new monsters to fend off.
NPC Housing
After learning how resourceful adventurers are the NPCs immediately started making requests. Now they want their own room and will even request items to furnish it. Upon completing these requests they will give you various bonuses through their services such as a discount. Get to building!
Building Upgrades
With the focus on building this update I wanted to make the experience easier and more enjoyable. A placement grid has been added so you can easily see how things line up while building. Speaking of lining things up, item placement will now snap to the grid (this can be turned off in the settings). Grass is also automatically replaced when attempting to build on it.
More Item and Monsters
Tons of new building related items have been added such as fences, scaffolding and stone furniture. Build away but be wary for there are new creatures lurking about. Most of these will be familiar as they are variations of existing monsters but be careful for their attacks do vary. Oh and be watchful for monsters sense have been heightened and will gravitate towards players now.
More!
Several other changes and bug fixes have been made as well. You can view the 1.5 changelog here.
Moving Forward
To squelch any concerns, I will be continuing Crea development for the forseeable furture. I will be attempting to balance working on Crea as well as this new secret project I started with Jonatan. During this time updates will be a little slower than before but please still look forward to them. Thank you for your continued support!
Greetings adventurers! It has been awhile since we spoke last and I'm excited to bring good news - Housewarming (v1.5) is now available!
In Housewarming the focus has been on improving building and adding an incentive to construct a base. You will also find many new home items and several new monsters to fend off.
NPC Housing
After learning how resourceful adventurers are the NPCs immediately started making requests. Now they want their own room and will even request items to furnish it. Upon completing these requests they will give you various bonuses through their services such as a discount. Get to building!
Building Upgrades
With the focus on building this update I wanted to make the experience easier and more enjoyable. A placement grid has been added so you can easily see how things line up while building. Speaking of lining things up, item placement will now snap to the grid (this can be turned off in the settings). Grass is also automatically replaced when attempting to build on it.
More Item and Monsters
Tons of new building related items have been added such as fences, scaffolding and stone furniture. Build away but be wary for there are new creatures lurking about. Most of these will be familiar as they are variations of existing monsters but be careful for their attacks do vary. Oh and be watchful for monsters sense have been heightened and will gravitate towards players now.
More!
Several other changes and bug fixes have been made as well. You can view the 1.5 changelog here.
Moving Forward
To squelch any concerns, I will be continuing Crea development for the forseeable furture. I will be attempting to balance working on Crea as well as this new secret project I started with Jonatan. During this time updates will be a little slower than before but please still look forward to them. Thank you for your continued support!
Greetings Adventurers! Time has flown by since the last announcement and I wanted to update everyone on what is going on. First off, the NPC update has sadly been delayed due to real life taking over. Unfortunately it is going to be another two months before I will be able to release it. Sorry! I will try to get a smaller patch out in the meantime to fix any major issues. Apologies for not being around for the few weeks to reply. I'm going to try to be better at balancing that. Over the last few weeks I have been busy selling many of my possessions, packing up my apartment, and moving everything into storage 600 miles south of Portland in Northern California. This is all with Kelley's help and baby Kaelie... not so much help. Since arriving in California we've been visiting family and friends this last week and now we are off on a big adventure - to Sweden! For those keen readers you may remember that the talented Crea artist, Jonatan, is in Sweden. I am going to visit him and we will be starting a new project! That's right, after five and a half years working on Crea I am finally going to be working on something else. We are going to be working on a prototype at first and go from there. My plan is to focus on this new project while in Sweden and once I get back to the States in 6 weeks get back to working on Crea part time. We are excited to be starting something new and I believe that once I return to Crea it will be with a restored vigor. Again, sorry for the tease on announcing the next update and then delaying it for so long. I hope everyone is still looking forward to it when it does finally land. Thank you everyone for your continued support!
Greetings Adventurers! Time has flown by since the last announcement and I wanted to update everyone on what is going on. First off, the NPC update has sadly been delayed due to real life taking over. Unfortunately it is going to be another two months before I will be able to release it. Sorry! I will try to get a smaller patch out in the meantime to fix any major issues. Apologies for not being around for the few weeks to reply. I'm going to try to be better at balancing that. Over the last few weeks I have been busy selling many of my possessions, packing up my apartment, and moving everything into storage 600 miles south of Portland in Northern California. This is all with Kelley's help and baby Kaelie... not so much help. Since arriving in California we've been visiting family and friends this last week and now we are off on a big adventure - to Sweden! For those keen readers you may remember that the talented Crea artist, Jonatan, is in Sweden. I am going to visit him and we will be starting a new project! That's right, after five and a half years working on Crea I am finally going to be working on something else. We are going to be working on a prototype at first and go from there. My plan is to focus on this new project while in Sweden and once I get back to the States in 6 weeks get back to working on Crea part time. We are excited to be starting something new and I believe that once I return to Crea it will be with a restored vigor. Again, sorry for the tease on announcing the next update and then delaying it for so long. I hope everyone is still looking forward to it when it does finally land. Thank you everyone for your continued support!
Hello everyone! First off I want to say thank you for everyone's support the last few weeks. Many people stopped by my livestream to tell me how much they have been enjoying Crea and lots of great reviews. It really means a lot to us!
I wanted to give everyone a quick update on the NPC housing and the next update for Crea. Good progress has been made on the housing with full room detection including which items are in the room. The big remaining task is getting the NPC to get the various bonuses from the items they request.
Originally I was wanting to get this update out last week but that did not happen for various reasons. One of those reasons being that I unfortunately have to move by the end of the month. Towards the end of the month and after I'm going to be quite busy. The plan is to release the 1.5 update a little before that happens which is not far off. Because of this the NPC update will just be rolled into the 1.5 update.
Along with the 1.5 update I'm going to do my best to address the reported issues. Thank you everyone for your patience and support!
Since "The Enchanted" 1.4 update was released I have been hard at work fixing issues and incorporating feedback. Thanks to this feedback there are some huge changes coming into Crea!
Enchanting Enchantments
Enchantments were introduced in 1.4 and players quickly took to hoarding them. Players needed something to do with this plethora of enchantments on hand. Now you can enchant enchantments! When enchanting an enchantment you can replace individual attributes on an enchantment with a random attribute from another enchantment. This isn't free though. It consumes the latter enchantment and costs some of your hard earned Auri.
Level Progression
The monster levels in the world regions have been static but we're experimenting with changing that. A new world option "monster levels" can now be set to "progression". This lowers the levels on the surface of the world some and when you defeat a boss the lower level regions increase. This change helps keep the world relevant and more engaging as you progress. It also allows us to make that change with lowering the initial levels. I am leaving the "static" option as the default for now and am looking to hear your feedback. If it is good then I hope to make "progression" be the new default. Note that existing worlds are unaffected as they are already "static". Bonus! You can now increase a region's level by releasing contained chaos in it. Take care!
Character Customizations
Customizing your character before starting off on your huge adventure together is undeniably important. The more options the better! Now you can customize your characters face and there are new shirt and pants options. This is just the first pass on expanding character customizations so definitely let us know what you'd like to see!
Housing
Building in Crea has always been done by the player's own volition. That is about to change! This week I will be working on adding in some incentives to build a base. The first and simpler one is that monsters will be a bit more aggressive in general and even more so at night. The second and honestly more exciting change is that NPC will begin to request having their own rooms. Give them their own space and then they'll start asking for some stuff to fill it. As you fullfill the NPC requests you'll start getting bonuses from them. Such as the merchant may request a Auri Register and once fullfilled prices may be cheaper or new items made available. We are just beginning to work on this so if you have any suggestions then definitely make them known either below in the comments, on the discord server or on my devstreams.
Changes Since 1.4
- Enchanting enchantments is now possible
- New head and clothing character customizations
- World levels progression introduced
- Improved water monster movement logic
- Map markers now face the direction the item is facing
- Prevent the player from changing gear while active doing something
- Added "Auto Toolbar" option to automatically switch the active toolbar when changing mode and weapon loadouts
- Greatly reduced "Hulk" health
- Made Slam and Sky Sword skills not usable in water
- Better interactions with Lorumite Column
- Level 3 remna now drop from level 40+ monsters (was 50+)
- Warden armor is now based off of max stamina
- Support spells such as healing now target allies even if your cursor is not exactly on top of them
- More clay and soot in worlds now
- Added Sano Idol with healing bonuses
- Show which Aer the player is channeling as a status effect
- Made enchanting a bit cheaper
- Resolved issue with being able to use another weapon while a bow is drawn
- Resolved many multiplayer issues caused by having more than two clients connected
- Resolved issue where craft UI would get into a weird state if interacting with a crafting station while the craft UI is open
- Resolved issue with enchantments not being synced to client properly
- Resolved several issues with enchanter NPC in multiplayer
- Resolved issue with water and lava not rendering on the client properly
- Resolved issue with monsters teleporting to the end of a grappler
- Resolved issue with Firestorm, Sandstorm and Snowstorm not working properly
- Resolved issue with an expanded inventory getting into a bad state when interacting with an item notification
- Resolved issue with bosses being invisible on multiplayer
- Resolved issue with other players being invisible in multiplayer
- Resolved issue with renaming chests and Way Crystals in multiplayer
- Resolved issue with water not rendering properly in multiplayer
- Resolved issue with shield facing the wrong way in multiplayer while on backhand
- Resolved crash in multiplayer when joining a game where a character has a storm effect active
- Resolved crash in multiplayer while trying to show monster info
- Resolved issue with popup notifications not showing in multiplayer
- Resolved issue causing chaos craft tutorial to show up repeatedly in multiplayer
- Resolved issue with Weapons and Tools power not saving properly
- Resolved issue with lower level Beam spell not chaining
- Resolved issue with combo keyboard bindings not saving properly
- Resolved performance issue with foliage system gradually causing extreme lag
- Fixed pagoda shingles from slowly moving from original position
- Resolved issue with Impeen Wand not charging correctly
- Resolved a few issues with Silvan Anomaly
- Resolved issue with bad loot dropping from apex monster causing a constant fountain of items to pour out of its remains
- Resolved issue that allowed bosses to be fought repeatedly without leaving the realm
- Fix issue with purify anomaly spawning monsters
- No longer able to grab bosses and paragons with a grappler
- Focus now works with elemental weapons
- Do not show "Flip Item" help text for already placed items
- Focus controller input only when the Start button is pressed
- Fixed ResistStatusEffectAttribute on tooltips
- Fixed Corium Shield icon
- Fixed Precision Striker graphics
Hello! With "The Enchanted" just released now is a great time to try to join and help build Crea's community.
Thanks for the Support!
Before I get into the juicy details I first wanted to say thank you to all of the recent kind words and encouragement - it means a great deal to us! I also want to thank those who have taken the time to post reviews. I read every single one and not only do I (usually) get great feedback from them but it also helps us and Crea out more than you would think.
Join the Community
We would love to have more players involved in any and every way possible. Here are a few!
Help the Community
In order for the community to grow we need to help new players. This includes replying to questions on the forums and discord. An even better way is to expand the Official Wiki. There is much to do on the wiki and we need all the help we can get. If you have dozens of hours or just started your first play through you can help contribute. The goal with the wiki is to provide answers to whatever questions players may have. How do you get refined items? How do you unlock the first boss? How can I move water? If you want to help out but not sure how to contribute to the wiki then feel free to join the discord channel and ask for help. Myself or many other awesome community members would happily help you! Thank you to anyone that does help out in any way!
Enjoying Crea?
If you're enjoying Crea then I hope you consider joining the community and sticking around.
The Enchanted
I'm excited to announce that the latest update for Crea, The Enchanted (v1.4), is now out! With this update comes equipment enchantments, equipment redesign, huge combat changes, new content, visual enhancements, and much more! https://www.youtube.com/watch?v=AM73HgcKKoU
Enchantments
Enchant equipment while crafting or later through the new Enchanter NPC to customize your equipment however you like. Enchantments are scattered throughout Crea and offer a wide range of attributes allowing for countless possibilities.
Equipment Redesign
There were many changes made to equipment to better support enchanting. Equipment no longer requires upgrading and accessories are no longer split up into many levels. Earlier gear level requirements were lowered, high level bows scaled back and many more changes.
Honing Combat
Attack combos are now immediately available to characters as well as being able to move with shields and bows. Even more impactful is that monsters are now staggered briefly when hit making attack combos even more important. Blocking attacks with a shields consumes much less stamina and you can even regenerate stamina while holding a shield up. Additionally all skills cast times, cooldowns, and stamina usage have been significantly reduced to help make combat a bit more engaging.
OMG! Content
A brand new biome was added, the mangrove, which is named after the amazing trees you'll find there. An entire family of slimes have also moved into Crea and can be found throughout it. The number of shields have nearly been doubled giving many more options and higher level shields. There are also some new higher level treasure chests to loot not to mention their expanded inventory space!
Visual Enhancements
A new graphics setting, "Beautiful", was added which brings bloom and illumination to Crea making certain items pop. This feature is a bit intensive so if you're running into performance issues definitely try the "Fast" option.
We've also spent some time making visual improvements to many other things such as water splashes and bouncing loot.
Much More
We are always taking player feedback and this update is packed with it. We have once more reworked the toolbar giving players even more power in a simpler design.
Speaking of power, new characters are now able to ledge grab from the get go and place ground blocks on top of backwall blocks. More prominent notifications are displayed when unlocking bosses and the effects for defeating the bosses for the first time. This list goes on and on and you can check it out along with all of the other changes and bug fixes we made in the full 1.4 changelog.
Moving Forward
I will continue to focus on fixing issues for v1.4 meanwhile Jonatan has already begun work on the next update (v1.5). In it you can look forward to better character customizations, dungeon improvements and whatever else we get our hands on.
The latest update, The Enchanted, is now live in BETA. There are many major changes in this update: enchantments, redesigned toolbar, and a new biome to name a few.
I want to reiterate that this is a beta version. Be sure to keep a backup copy of your worlds/characters before playing. You can join the beta by going to Crea properties on Steam, go to the beta tab and then select "unstable" from the dropdown menu.
There are many existing issues that have yet to be fixed. They will be my focus until I get them fixed. Please be sure to report any issues you run into. Even if you are not running into any issues please let me know if you are playing the beta so I can get a better sense of how stable v1.4 is.
I will save the feature highlighting for the full 1.4 release but I decided to include the changelog to wet your appetite.
Changelog 1.4
Features
- Equipment is now enchantable with Enchantments
- Enchanter NPC is now open for business
- Redesigned toolbar
- Illuminated items and bloom
- New biome has been discovered: Mangroves
- New family of slimes moved in
- New higher level treasure chests are now lootable
- Armory has been stocked with many new shields
- Added new Chaos crafting skills, chaos effects and consumables
- Chaos crafting rebalanced
- Added simple chaos crafting tutorial
- Characters now start with being able to perform attack combos, ledge grab, sprint and move while using shields and bows
- Monsters are now momentary staggered when hit
- Sword attacks now have a larger hitbox
- Characters now have a brighter natural light
- Characters now make a "hurt" sound when hit
- It is now possible to place blocks directly ontop of the backwall
- Equipment is no longer used in crafting the upgraded piece of equipment
- Potential attributes removed from equipment in favor of enchantments
- Weapons now have a range of power values with final power determined from item quality
- Lowered level requirement for most lower level gear
- Reduced Artisan Gloves crafting cost
- Added new notifications for when boss realms become accessible
- Increased the number of monsters that can spawn at one time
- Dropped items now bounce a little
- Entering water now makes a splash
- Underwater sound ambiance added
- Resolved issue with strips of blocks not rendering
- Player can no longer change weapon loadout while defending
- Resolved several interface issues with controllers
The next major update, "The Enchanted" (v1.4), is just around the corner! As we approach the release I wanted to share details about the new enchantments.
What are Enchantments
Enchantments are little trinkets imbued with some of the lifeforce found in remna. This gives them a wide range of special attributes. These attributes can be transferred to equipment through Chaos Crafting or with the help of the new Enchanter NPC for a price. Enchantment attributes range from simple "+X ATK" to the more complex such as on hit effects.
Where to get Enchantments
Enchantments are currently found in the treasure chests scattered about Crea. They can have special attributes only available from specific locations such as dungeons or bosses. So keep an eye out for them every time you crack open a casket.
How to use Enchantments
Enchantments are used during material selection when crafting equipment. Enchantments do have a specified level and using a higher level enchantment will raise the required level to equip the item. Many attributes on enchantments have a value range such as "+[5-8] ATK". By getting a higher quality through Chaos Crafting you can achieve the high numbers.
Changes to Equipment
With the addition of enchantments, there are many changes being made to equipment. The most notable change is that equipment will no longer be upgraded from tier to tier. Previously you would need a Greatsword to craft an Executioner - now you don't! This also means that some high tier equipment have been weakened. This is especially true for bows. Following that, another huge change is that equipment no longer have the "potential" attributes. Equipment will still have their unique attributes and armor will have some DEF and MIND but beyond those the attributes will have to come from enchantments. Nearly all of the level specific items such as "Sano's Gorget Lv20" have been removed. Now the base item simply scales with the player by providing a percentage instead of a flat amount. For example, "Sano's Gorget" used to give +30HP but now it will give you +20%HP.
There are many other major changes coming to Crea in "The Enchanted". Keep an eye out for the beta announcement coming soon. Let me know what you think about Enchantments and these changes below in the comments!
Greetings!
Since 1.3 has landed we have been hard at work on the next big update for Crea. This update is going to feature some massive changes that everyone will love. First, we are finally adding some brand spanking new content. This will include doubling the shields, a new biome and several new monsters. Beyond content, we have completely reworked the toolbar once again and are doing a huge overhaul on how equipment works.
Toolbar Redesign
No one likes the current toolbar and at best those familiar with it have come to tolerate it. The reason the current iteration (roughly v5) has existed for so long is simply because I could not come up with a better solution. Thanks to Josh and Jonatan we were able to tackle the design and make something that feels great. The primary challenge has been trying to make the toolbar serve two different game modes (build and combat). The current version took this literally but that resulted in many inconsistencies in the controls making the learning curve extremely steep and always a pain to use.
In the new version (above), the toolbar has been simplified down to a single toolbar. Everything is press to use making skills as quick as ever to use along with everyone else. Placeable items such as blocks and furniture will go into a placement mode nearly identical to when you grab it from your inventory. While placing items from your toolbar you can quickly change to another by either a key press or with the mouse scrollwheel. In case you were ever worried about toolbar space, put those worries aside because now you can instantly change between four different toolbars with ctrl+1-4. Outside of placement mode, you can either have your weapons out (currently "W") or you can have your tool and offhand out (currently "Q"). We made switching between these separate keys so that you can always get to exactly what you want in a single button press. The weapons/tool are still usable with left/right mouse buttons and switching your weapon loadout is still Tab. Of course all of these keys are completely rebindable even including the toolbar numbers.
Equipment Overhaul
This next major update is bringing some substantial changes to equipment. Upgrading your equipment is being completely removed in favor of a much more juicy feature: ECHANTMENTS! Through enchantments you will be able to customize your equipment while crafting to however you like - that is of course once you find the right enchantments. More details on enchantments will be in a future announcement as we get a bit closer to 1.4 release. (or you can just join the devstream)
Feedback
What equipment attributes are your favorite? Do you have any attributes you'd love to see?
After months of hard work we are thrilled to announce the update "Interface Renovation" (v1.3) is now available!
With "Interface Renovation", massive progress has been made in both stability and performance not to mention a shiny new interface.
Performance Improvements
Performance was never Crea's strong point and overtime with the addition of new content and features the performance suffered more and more. Now, a great deal of work, Crea is running much much smoother. The exact boost varies from machine to machine but there have been reports of going from 25 to 60FPS!
Interface Renovation
With the interface being the primary culprit in the performance issues, it was necessary to rewrite it from the ground up. While doing this we decided to take the opportunity to redesign some of it. Such as the crafting flow has been streamlined, Chaos Crafting has an all new interface, and researching received some lovely new graphics.
Visual Improvements
Along with the interface, there have been several other visual improvements. Lighting has dramatically been enhanced as well as many other various items such as dirt and stone. Overall making for a much improved visual experience!
Issues Resolved
We made sure to fit some much needed bug fixes in this update. Here are just a few:
- Running Crea on older Windows OS is now much more stable.
- Players no longer fall through the ground when teleporting to a new realm in mulitplayer.
- Resolved issue with massive slowdown in other realms
- Mac OSX 10.12 inputs has been fixed
Maintaining Momentum
While this update has wrapped up we've already begun to work on the next major update. Now that Crea is in a much better state we are finally getting some new content into Crea! Along with the new content the chaos crafting will be receiving some major enhancements. This next update wont be in development nearly as long as v1.3 so look forward to it next month. Be sure to join the community and follow along with development. Follow us on Twitter Watch development on Twitch Join the community on Discord
The next Crea update (v1.3) is available on the unstable (beta) branch!
In this update we have a new interface, massive performance optimizations, and some various other fixes. More details will be posted once the update is out of beta. Thanks to those brave few (0xE1, Xalaron, MrPoundsign, Smile, and Fieke) who have been helping out with the testing we have managed to get it to a mostly stable place. Be warned though that there are likely still some issues lurking. That's why we'll fix with your help. If you would like to test this you can find the unstable branch under "BETA" tab in Steam > Crea > Properties. Please report any issues you run into following this post. Feel free to also join my daily development steam and report issues there.
Hello again, I hope everyone has been doing well! Apologies on the delayed status update. I have had my head down for a little too long now.
We have been hard at work on reworking the UI (User Interface) to use our own solution and have made some great progress. Unfortunately getting this update out is taking longer than I initially hoped but for good reason. Since we were have to reimplement all of the UI we are taking this opportunity to redesign some things and polish it up.
So far we have been focusing on the more complex interfaces such as the toolbar, research and crafting. Things are looking fantastic thanks to Jonatan's keen eye. Here is a sneak peak at the new talent and research UIs.
The crafting interface has been completely redesigned and is much improved. We made quite a number of changes to that so I will save the details for my next post. Spoiler: Chaos Crafting is looking very sexy now!
The foundation is more or less complete now including UI zooming and controller support. There are still a few more UIs to redesign and then implement. Once those are done I will spend a bit more time on smoothing out the performance in a few other places. Then we'll finally be onto testing this bad boy. We are still a few weeks away from getting this update out but it is looking glorious and is well worth the wait! Thank you everyone for your patience thus far. <3
Out of all of the UI dialogs in Crea, which one would you like to see given some love and why? Let me know in the comments!
Hello! It has been a few weeks and so I just wanted to give an update on what is happening. I have been completely focused on implementing the new system and have made great progress with it.
It may look exactly like the existing inventory but this one is completely driven by my new system! Up to this point I have dedicated myself to building the UI system's foundation. I am nearly complete with it and will start converting all of the UI over very soon.
As far as performance gains go, I wont know the exact numbers until it is finished but I can say it is looking very promising. At the moment it looks like the UI will be around 10 to 100 times faster! In other words, it will no longer be an issue.
I should be able to get this optimized version of Crea out in a few weeks. With all of the major code changes there are several new issues that must be squashed. Thank you everyone for your patience in the meantime and feel free to join in the development streams to check in on the progress of things.
Hello everyone! I wanted to give an update on what I've been working on and what to expect regarding the performance issues that many players have encountered. A quick summary would be that I am making some major changes that should greatly alleviate performance issues. Here are some more details for those interested. Performance issues primarily stem from heavy usage of Python scripting and the UI library solution.
TLDR
Major changes are under development to alleviate performance issues
Python Migration
In order to make Crea more moddable I have tried writing nearly all gameplay logic in Python which is completely exposed to everyone. The downside to this is that Python can be quite slow - especially when it is jumping back and forth between the game engine (c++) and Python. I have pinpointed several bottlenecks in the Python code and have migrated most of it over to the engine side. Crea is already around 20% faster due to these changes.
User Interface Rewrite
The remaining performance pressure point is the UI library. If you ever have low framerate it is likely because of the UI. For some it causes massive slowdown and can account for 50% of the framerate. Fixing this would be HUGE! After a great deal of investigation and consideration I have decided to completely rewrite the UI with my own solution. Crea has a crazy amount of UI so this is no mere task. This means throwing away countless hours of work and spending another month or more of work on it. The end result will be a more mod friendly UI and a much faster game. Remember that 50%? Well if you're running at 30FPS then after this you should be able to achieve 60FPS! Hopefully we'll be able to improve the UI some along the way too. If you have any feedback on the UI then definitely leave a comment below!
Hardware Performance Issues
One thing worth noting is that this does not mean all performance issues will be magically solved. Sometimes there are issues with hardware (namely graphics cards) that can cause major problems. After the next update I will spend time focusing on these types of issues so that way everyone can enjoy Crea at a smooth framerate.
End Transmission
Thank you everyone for your continued support! I will keep you all apprised of how things are progressing once I have something noteworthy to report.
After 9 months of working on convincing her to join the team I am pleased to announce that baby Kaelie has signed on! She will undoubtedly bring much to the team! I'm sure it is a little weird seeing a baby announcement here on Steam but there is good reason for it. Crea was for the most part a husband and wife project with myself, Jasson, doing the programming/design and Kelley doing the artwork. It has nearly been 5 years since we started working on Crea and we've shared a great deal of our lives through the process. We've now been working on Crea for the majority of our marriage! Kaelie is our latest project we've been working on and couldn't be happier to announce her 1.0 release. Also for any of those who may be concerned, you may rest assured that she is not a clone of any sort. Apologies for anyone running into issues right now. I will do my best to get around to them when I can but I do ask for your patience. Thank you everyone for your continued support!
We are excited to announce that Crea's latest update, "Rebirth" (v1.2), is now out!
Rebirth brings several new key features along with an abundance of changes making this Crea's biggest update ever!
Death Penalty
For those who crave some punishment, we've added a death penalty to normal mode. Upon death a pack will drop containing all of your inventory items except for Way Shards. You must return to your death point to reclaim your items, however the heavier the bag, the more Shards it will cost you. Don't worry though, if you don't want this "feature" then you can simply switch to "Easy" mode anytime through the settings.
Anomaly Events
Various events known as Anomalies can now occur throughout the world Crea. These Anomalies will bring life to your worlds and offer new challenges and rewards. There are already a handful of anomalies out there, and you can expect more in future updates. My favorite is easily the "Chaos Crystal" anomaly which sees a Way Crystal become corrupted by the world's chaos forcing you to purify it!
Character Rebirth
Upon reaching the maximum level you can now "Rebirth" your character. This resets your character’s level and talents to 1, but grants a few extra infusion points allowing your character to become a bit stronger than before. Moving forward we may extend this feature so feel free to chime in with suggestions on the forums!
Player Feedback
With Crea's 1.0 launch there was a flood of new players and feedback. We have been hard at work and have incorporated a great deal of the feedback into this update. Here is just a highlight of some of your feedback that made its way into this update.
- Inventory and toolbar are now expandable
- Combat and movement "feel" has been given love
- Key rebinding has been improved and now includes support for mouse and numpad
- Treasure chest capacity has been increased
Bug Fixes
A great deal of issues have been resolved to make both singleplayer and multiplayer much more enjoyable experiences. This includes that annoyingly persistent "!" marker, as well as the frequent multiplayer crash when traveling to other realms. Controller support with the various NPC UIs has been greatly improved too.
State of the Game
Crea is at a much more stable place now than it was at 1.0 launch. There will still be the occasional crash, and some machines will still have troubles running Crea for one reason or another, but overall things will be MUCH better after with this patch. Multiplayer is finally at a state that I'm not hesitant to recommend it and it will only get better from here. One area that Crea does need some work in is the performance side of things. While many players run at 60+ FPS, there are many that do not, despite having machines that should easily achieve that framerate. Crea was developed to be extremely moddable by writing most of the gameplay logic in Python. Unfortunately this has made optimizing Crea quite tricky at times. Moving forward I am going to do my best to alleviate performance issues as much as possible. If you are experiencing performance issues then reply to this forum post. Full Rebirth (v1.2) changelog
It has been a long time coming and I am extremely pleased to announced that @eldrone (Jonatan) is joining Siege Games fulltime. For those not familiar with Jonatan's work, he is a very talented developer who has been working at this small company Mojang up until now.
Jonatan has been a long time supporter of Crea dating all the way back to Crea's Kickstarter in July 2012. I originally attempted to recruit Jonatan back in September 2013 and it has only taken 3 years to convince him! Worth it!
Over the past few month's Jonatan has been working a day a week on Crea's 1.2 update. He has reworked many of the core graphics, helped refine the combat and many other polishing touches. So with 1.2 you will already get a taste for his work and what is to come.
Moving forward, Jonatan will continue to touch up the graphics while we also make a push on the content front. Expect some amazing updates to Crea in 2017!
Hello everyone! It has been awhile since the last update and I thank everyone for their patience. The wait is nearly over and for those brave souls you can jump into the new update by switching over to the unstable branch. I have done limited internal testing and already caught and fixed several smaller issues. Now I need your help testing everything more thoroughly. We were initially going to do a closed test first but in hopes to expedite things I've decided to move it into unstable now. Thank you to those that did reply to our survey! Please let us know if you do play on unstable. This will help give us an idea of the stability of the update. While testing if you run into any problems please take to the Issues Forums and provide as much detail as you can. Please prefix posts with "[unstable]" to help us out. Also be sure to check out this post for further information such as how to include files (this helps a great deal!). http://steamcommunity.com/app/280520/discussions/0/618460171327332986/ A full list of changes will be released when the update officially lands.
Hey everyone! We're nearing the time to release our next big patch, and we decided to do a big multiplayer playtest in order to iron out the bugs! As such, we're aiming to do a huge multiplayer test or two before the stable release of Version 1.2.0 in addition to our normal testing.
Features
We have a couple new features for this patch that people should hopefully enjoy.
Death Penalty
This has long been one of our most requested features, and we're finally implementing it. Now when you die in normal mode, you'll drop all your unequipped items in a bag. This bag will float around and remain there until you can reclaim your items.
Combat Tweaking
We've tweaked the combat in an attempt to make it more dynamic, fun, and fair. We feel that these changes make combat feel significantly better, and hope you guys agree!
Anomalies
This feature has been in development for a while, but we're finally ready to release it. Anomalies are a system through which you'll be faced with randomized events that will appear within your world. Whether you're tasked with battling a giant swarm of monsters, or with battling the entropic chaos present within the world, these events should make the game more interesting and offer challenge to those who've beaten the game.
Polish!
We've modified a lot of smaller aspects of the game that aren't quite immediately evident as problems, but were annoying all the same. The most noticable changes are the new minimap, and procedurally generated sky, but there are many more! That's definitely not an exhaustive list and Jasson will be around closer to the tests to give a full changelist, but that should give you a taste of what we're bringing with the new update. We're looking for testers for this patch but we need to know when the best time for the multiplayer playtest is. As such, if you plan to test our newest patch please fill out this form to tell us: https://quill.typeform.com/to/lO1Upj We'll use the information you fill out to choose the date and time for the multiplayer playtests, and to let you into the beta See you guys soon!
Hello! Just throwing up the changelog for this small 1.1.4 patch. Potentially will release more patches leading up to the huge update in December. Have a great weekend!
Changelog
- Potentially resolved issue preventing players with older versions of Windows from playing Crea 1.1.
- Resolved issue with the "!" (new item) showing up when it should and causing some UI havoc.
- Fixed the name of Condensed Chaos (previously was incorrectly named "Contained Chaos") that should clear up progression
Hello everyone! It has been a few months since Crea's launch and I thought it was time to share what is planned for Crea's future. It is an exciting time for Crea as we change up some of the team and plan for many amazing changes and new content.
Inventory will soon be expandable to show all items
Immediate
Since the last update there are a few larger issues that have come up that are begging for a patch. I am working on putting that out soon!
Short Term
We have been focusing on polishing up Crea since it launched. The 1.1 update saw a reworked researching system and many bug fixes. We are now working on the next huge update that will contain a plethora of changes to nearly every aspect of the game. We've introduced a death penalty, implemented a new event system, incorporated tons of feedback, and much much more. We're planning to release this update early-mid December!
A sight you will soon be all too familiar with
Long Term
After the next big update we will continue to enhance the existing features and content. Additionally we will begin to create new content. We will first be focusing on filling Crea with more monsters and animals. Beyond that anything is a possibility. We will continue to make awesome updates as long as we have the community's support! Speaking of which, thank you for your continued support! <3
Out of nowhere a new issue has popped up which is teleporting players up into the sky and dropping them to their death. FUN! I spent a good chunk of yesterday and today trying to track this down. I have pushed an update with a temporary solution as well as some additional debug logging.
Instead of being teleported into the air you will now simply pass through the block. This should only happen on single slope blocks. Here is what it should look like while passing through a single slope block. If your character doesn't move vertically while going over the block then please take to this forum thread and post your logs.
After substantial work the 1.1 update has finally graduated from the unstable branch to public! The rest of this post is mostly a repeat from the previous one.
The 1.1 update focuses on reworking the progression in Crea. The researching system has completely been reworked and is now the backbone of progression in Crea. Researching will send you on sort of mini-quests to go find new materials so that you can learn new recipes. Bosses are tied to researching too to help make discovering them easier.
The way you access several of the bosses has changed. Additionally bosses now have set levels and a set order that you fight them in. The bosses themselves have not really changed since I'm holding off on that for a later update. You can read about what we have planned by checking out the Crea Roadmap.
Next up, which is already underway, is the 1.2 update that is focusing on polishing the interface, enhancing play experience, and incorporating player feedback. You can watch the progress of it here!
1.1 Changelog
Features
- Completely reworked research system to be simpler, clearer and provide more direct progression
- Bosses now have fixed levels and a set order
- Added experience bar to toolbar UI
- Added in tracking new items for travel, research, and craft systems and highlight them (!) on the UI
- Implemented potential performance boost for longer play sessions related to UI
- Reduced number of UI Views which decreases CPU and memory usage
- UI is now only rendered when it is fully initialized
- Upgraded engine compiler resulting in a 5-10% performance boost
Changes
- Reorganized the craft categories and subcategories
- Added item grouping in craft UI to better organize items within subcategories
- Weapons and equipment are now ordered by level in Craft UI
- Genus items can no longer be downgraded when crafting (Lumber cannot be used instead of Refined Lumber but Premium Lumber can)
- Remna items upgradable to the next tier by combining 3 through crafting
- It is now possible to bulk chaos craft
- It is no longer possible to bulk craft unique items such as equipment
- Tweaked craft TP yield, craft level, equipment level, recipe ingredients and ingredients' quantity for most items
- Crafting station icon is now tinted red when it is unavailable and has a help tooltip
- Equipment will no longer use persistent attributes when determining the name which makes the names more interesting
- Negative stat modifiers now have their own special prefixes
- Renamed Researcher NPC to "Scholar"
- Scholar now only provides translating scrolls service
- Removed scraps
- Removed Innovate, Scrap Master, and Scavenge skills
- Scrapper now only scraps equipment and yields materials based off of the provided item
- Executing a keyboard shortcut involving tab and one or more modifier keys (such as alt+tab) will no longer change the players loadout
- Paragons now only appear after defeating the first boss
- Give some feedback to the player when unlocking the first boss
- Changed how some of the bosses are unlocked and reached
- Bosses are now immune to damage over time effects such as Burn and Poison
- Reworked TP gain algorithm making it still possible to gain small amounts of TP when performing lower level actions
- Slightly increased ore frequency and greatly increased clay frequency in worlds
- Significantly increased amount of experience required to level at higher levels
Bug Fixes
- Resolved crash that would occur infrequently when picking up unique items
- Resolved crash that would occur when attempting to load items that are no longer valid items (typically caused by mods)
- Resolved crash that could occur when attempting to render the ground
- Potentially resolved crash when joining a multiplayer game due to the merchant wares not being synced properly
- Resolved crash caused by the grabbed item getting into a bad state
- Resolved crash due to dropped item physics not being cleaned up properly
- Resolved crash that could occur when joining a multiplayer game due to incorrectly reading other player's gear loadout
- Resolved crash due to client destroying a realm before it should have
- Potentially resolved crash caused by an entity attempting to move in a realm after the realm has been destroyed
- Resolved crash when attempting to get the next lore book page beyond the last page
- Resolved issue with characters being replaced when a character with the same name is created
- Resolved issue with tutorials not working on client
- Resolved issue with monsters jumping extremely high
- Resolved issue with Beam spells not damaging bosses
- Potentially fixed a rare issue where Baritus would become stuck in his current empowered form
- Resolved issue with Quaridin's sometimes getting in a stuck state
- Resolved issue where breath spells would not deal damage to spawners or foliage
- Resolved issue where a spell could sometimes be cast multiple times before going on cooldown
- Resolved issue with Lobber arrows not exploding
- Resolved issue with the Blood Rain bow not applying the blood rain effect
- Resolved issue with Aersword not granting stat bonuses
- Resolved issue with Tutela Virge's shield not working properly
- Resolved issue where magic bows could not use ranged skills
- Resolved issue where the Ensnare skill could be cast using any weapon, but only worked properly when using a bow
- Resolved issue where you could begin another action while casting a spell, thus removing the movement constraints from the second action
- Fixed Zweihander graphics
- Resolved issue with stamina still draining when jumping into water while sprinting
- Resolved issue with sound effects continuing to play while the game is paused
- Fixed typo with lore book notification being incorrect for Lanteed
- Added missing dungeoneer outfit flavor text
- Resolved issue where crystals would sometimes not display their renamed name on the map
- Resolved issue where trees could be planted on non soil tiles
After much work the next Crea update is now on unstable and it is a big one. Initially I was planning to release a 1.0.16 but I grew bored of working on bugs for 1.0.16 and took a day off to work on new stuff for 1.1. Next thing I knew 1.1 was almost done and it no longer made sense to release a 1.0.16 update. Whoops!
As I've said before, 1.1 focuses on reworking the progression in Crea. In order to achieve this I decided to simplify the researching system and make it the backbone of progression. Researching will send you on miniquests to go find new materials so that you can learn new recipes. Bosses are tied to researching too to help make discovering them easier.
The way you access several of the bosses has changed. Additionally bosses now have set levels and a set order that you fight them in. The bosses themselves have not really changed since I'm holding off on that for a later update. You can read about what we have planned by checking out the Crea Roadmap.
Keep in mind this update is on Unstable for now. Please let me know if you are playing it so I can get an idea of how many people are helping test it. If you run into any issues be sure to report them. There are some significant changes and while I did my best to test them and do backwards compatibility tests I likely missed a few. If you world or character saves get messed up be sure to restore them with the automatic backups.
1.1 Changelog
Features
- Completely reworked research system to be simpler, clearer and provide more direct progression
- Bosses now have fixed levels and a set order
- Added experience bar to toolbar UI
- Added in tracking new items for travel, research, and craft systems and highlight them (!) on the UI
- Implemented potential performance boost for longer play sessions related to UI
- Reduced number of UI Views which decreases CPU and memory usage
- UI is now only rendered when it is fully initialized
- Upgraded engine compiler resulting in a 5-10% performance boost
Changes
- Reorganized the craft categories and subcategories
- Added item grouping in craft UI to better organize items within subcategories
- Weapons and equipment are now ordered by level in Craft UI
- Genus items can no longer be downgraded when crafting (Lumber cannot be used instead of Refined Lumber but Premium Lumber can)
- Remna items upgradable to the next tier by combining 3 through crafting
- It is now possible to bulk chaos craft
- It is no longer possible to bulk craft unique items such as equipment
- Tweaked craft TP yield, craft level, equipment level, recipe ingredients and ingredients' quantity for most items
- Crafting station icon is now tinted red when it is unavailable and has a help tooltip
- Equipment will no longer use persistent attributes when determining the name which makes the names more interesting
- Negative stat modifiers now have their own special prefixes
- Renamed Researcher NPC to "Scholar"
- Scholar now only provides translating scrolls service
- Removed scraps
- Removed Innovate, Scrap Master, and Scavenge skills
- Scrapper now only scraps equipment and yields materials based off of the provided item
- Executing a keyboard shortcut involving tab and one or more modifier keys (such as alt+tab) will no longer change the players loadout
- Paragons now only appear after defeating the first boss
- Give some feedback to the player when unlocking the first boss
- Changed how some of the bosses are unlocked and reached
- Bosses are now immune to damage over time effects such as Burn and Poison
- Reworked TP gain algorithm making it still possible to gain small amounts of TP when performing lower level actions
- Slightly increased ore frequency and greatly increased clay frequency in worlds
- Significantly increased amount of experience required to level at higher levels
Bug Fixes
- Resolved crash that would occur infrequently when picking up unique items
- Resolved crash that would occur when attempting to load items that are no longer valid items (typically caused by mods)
- Resolved crash that could occur when attempting to render the ground
- Potentially resolved crash when joining a multiplayer game due to the merchant wares not being synced properly
- Resolved crash caused by the grabbed item getting into a bad state
- Resolved crash due to dropped item physics not being cleaned up properly
- Resolved crash that could occur when joining a multiplayer game due to incorrectly reading other player's gear loadout
- Resolved crash due to client destroying a realm before it should have
- Potentially resolved crash caused by an entity attempting to move in a realm after the realm has been destroyed
- Resolved crash when attempting to get the next lore book page beyond the last page
- Resolved issue with characters being replaced when a character with the same name is created
- Resolved issue with tutorials not working on client
- Resolved issue with monsters jumping extremely high
- Resolved issue with Beam spells not damaging bosses
- Potentially fixed a rare issue where Baritus would become stuck in his current empowered form
- Resolved issue with Quaridin's sometimes getting in a stuck state
- Resolved issue where breath spells would not deal damage to spawners or foliage
- Resolved issue where a spell could sometimes be cast multiple times before going on cooldown
- Resolved issue with Lobber arrows not exploding
- Resolved issue with the Blood Rain bow not applying the blood rain effect
- Resolved issue with Aersword not granting stat bonuses
- Resolved issue with Tutela Virge's shield not working properly
- Resolved issue where magic bows could not use ranged skills
- Resolved issue where the Ensnare skill could be cast using any weapon, but only worked properly when using a bow
- Resolved issue where you could begin another action while casting a spell, thus removing the movement constraints from the second action
- Fixed Zweihander graphics
- Resolved issue with stamina still draining when jumping into water while sprinting
- Resolved issue with sound effects continuing to play while the game is paused
- Fixed typo with lore book notification being incorrect for Lanteed
- Added missing dungeoneer outfit flavor text
- Resolved issue where crystals would sometimes not display their renamed name on the map
- Resolved issue where trees could be planted on non soil tiles
Greeting! Apologies for such a long delay between updates. Have no fear though for I have been hard at work on the 1.1 update and have some great changes coming soon. I will write in full detail about everything going into 1.1 when it lands. For now I will tease that 1.1 focuses on reworking Crea's progression mainly focusing on redesigning the researching system and how you progress through the bosses. There are also tons of bug fixes that will be included. I took a good chunk of time thinking about the next several updates and updated the public Crea Trello. You can take a look at what we have planned, what we're currently working on, and all the lovely issues we're working through. In other news, Crea officially has two new developers working on it part-time. Jonatan is working one day a week and is focusing on smoothing out the combat and movement as well as polishing various things. Josh is working 20 hours a week while going to college and is spending his time on fixing bugs and soon other parts of the updates. Both are extremely talented and passionate about game development. Crea is lucky to have them on the team!
Introduction
While taking a break from bug fixing I have been focusing on redesigning the research system. I have been revisiting the underlying design for the research system and wanted to share my thoughts and plans with the community.
Initial Research System
The original motivation for the research system was simple: provide the player with a means to learn new item recipes without having to look them up on a wiki. With many of the games In the crafting sandbox genre it is almost a necessity to use a wiki. Recipe discovery alone is hard enough and then on top of that there are hundreds of items to memorize. I was never a fan of this so I wanted to avoid it in Crea. The idea for researching was to allow players to discover new items and then from those items learn what they are capable of making. In the beginning the initial design worked out reasonably well. There were few items and it was rewarding to come back to your base and learn what you could now make. However, this was definitely not without fault. Too many materials were being consumed - especially your more coveted ones. There was also the problem with the growing number of items in the game it was a grind to learn all the recipes. To combat these problems new features were added on top of the researching: item sets, researching multiple items per material, and scraps to name a few. With these changes though some underlying fundamental issues were revealed.
Feedback on Researching
Thanks to everyone's feedback I compiled a list of issues with researching which I used for the redesign:
- Too many items consumed for no clear reward
- Seemingly random - a blackbox
- Unclear when an item can be researched. Sometimes it can and other times it can’t
- Players don’t learn what they can actually craft which defeats original design purpose
- No clear progression
- Too many items hidden behind researching
Redesigned Researching
There are now more basic recipes that player's will start with. Besides those and recipes learned from scrolls, all items are now split up into item sets. Each item set contains a list of recipes that will be learned and the materials required to research it. The required materials will be consumed when researching and only requires a single button click. At the beginning, only a few item sets are available to research. New item sets become unlocked by researching sets and defeating bosses. This means researching will be much faster, consume less materials, each recipe is learned all at once, and you will know exactly what you need (materials) and will be getting (recipes). This also means no need to display partially learned recipes or material research progress. The best part is you wont have to keep checking to see if old materials can be researched again.
Conclusion
I'm overly excited about this redesign because I believe it will fix many issues that Crea. Additionally, it gives me good reason to re-evaluate many other aspects of Crea's progression such as the boss leveling, equipment level requirements, materials in item recipe, and crafting station progression. I am going to try to group all of these changes together but before I can get too deep into that I will be returning to bug fixing mode soon.
Hello everyone, just trying to keep up with the status updates! Right after publishing the last update I got on a plane and flew to the East Coast to visit a friend; a trip I have been postponing for months. I will be away from the computer for the first time in quite awhile and will be doing a camping trip for the next few days. Apologies in advanced for the delayed responses and lingering issues. Once I'm back I will get back to it. Speaking of when I'm back, I have been redesigning the research system and along with it a substantial amount of the other "progression" in the game. The current state of Crea is disjoint in large part because development was very incremental and organic. Now that Crea is released I'm taking a step back and looking at the bigger picture. I don't want to get into it to much yet but I can give you all an idea for now. Researching will no longer require researching individual materials and recipes will no longer be partially learned. Instead recipes will be grouped up into logical sets and researched all at once at the expense of a few materials. The recipes and materials will be known upfront and after researching a set new sets are unlocked. There are many many changes coming soon which I will be sharing as we get closer to them. For now though, I will continue to focus on resolving issues so that everyone can have a good experience playing Crea. Thanks again for your patience and help!
New update with some more fixes! I will move this to stable tomorrow once it has had a bit of time to prove itself.
Changelog
- Resolved several issues with dungeon pathing Enhanced dungeon generation overall with some more variety and more interconnectedness
- Resolved issue with item locking not working on clients properly
- Resolved issue with jump bonus gained from "On Jump" equipment attribute and "Speedster" dungeon modifier not working on clients
- Resolved issue with stacking to nearby chests not updating the toolbar
- Resolved issue with consuming the last of a locked item leaving the item slot locked in the inventory
- Resolved issue with character getting into a bad inventory bag state and not being playable anymore
- Resolved issue with Battle Ranseur permanently giving character Attack power
- Resolved issue with Paralyze status effect breaking some monsters and bosses
- Switches now always appear on the front layer
- Resolved issue with placed items claiming to be in the original position even after they have been moved (such as treasure chests)
- Resolved regression with character creation not working right since modular animation change
- Resolved regression causing launching Crea on OSX to just get a black screen
- Added mention of increased block placement reach for Pickup Reach Boost
- Animals are now always level 1
There are many enhancements and a plethora of bug fixes that have been accumulating on unstable. After much baking time I believe it is safe to promote the unstable branch to stable. Unfortunately I do not know how many players have been on the unstable branch so the exact stability is somewhat unknown. I am around all day and ready to put out any fires that may occur. If you do run into any new problems then don't hesitate to report it and, as usual, I will be streaming development so you can report it live. I am continuing to focus on fixing bugs but am starting to mix in some of the more requested features (such as inventory management). There will be many more bug patches coming over the coming weeks. I am hopeful that within the next month we'll see nearly all of the known bugs resolved. While the remaining bugs are resolved I am going to begin to incorporate feedback and polish the existing systems and content. I will write an extensive post about all of that in the somewhat near future but I don't want to get too far ahead of myself. For now, you can find all of the changes going live on stable today below!
Changelog
Features
- Added item sorting and inventory stack nearby
- Added ability to lock inventory item slots to keep them from being sorted and stacked
- Added support to quick transfer items to and from merchant
- Huge rework of data syncing for multiplayer
- Trees, plants and remna fountains now simulate time passed while it was unloaded (no more leaving and coming back to saplings)
Changes
- Replaced "Deposit" treasure chest option with "Sort"
- Changed all LV+ variation item recipes to be learn through the scroll instead of having to research them individually
- Expanded Treasure UI view size some
- Do not flash menu items when it is already open
- Only have thick moss grow on natural stone (not stone brick)
- HP and SP now stay at the same percentage when switching loadouts (Tab)
- Added Poison Spear Scroll to Zabis horde realm loot pool
- NPC names are now localizable
- Removed white boarder on Lorumite Wall icon
- Added automatic image redirection for images in the coremod directory
Bug Fixes
- Resolved issue with client being able to levels skills at lower levels than they should
- Resolved issue with storm skills (Windstorm) not working in multiplayer
- Resolved issue with water not being animated on clients
- Resolved issue in multiplayer that would cause other players to be invisible
- Resolved issue causing multiplayer sync slowdown
- Optimized data sent to clients
- Resolved regression issue with grappler being invisible on clients
- Resolved issue with some bosses being invisible in multiplayer
- Resolved multiplayer issue with other players sometimes being invisible
- Smoothed out grappler on the client so it is not nearly as jumpy as before
- Show Light Orb cooldown on client
- Properly limit sell shop to 12 items
- Fixed some issues with Falxian Altar
- Added missing description for Magic Boost status effect
- Resolved issue with items on quickbar not having a cooldown on the client
- Resolved issue with items on the shift + quickbar not updating with to how many items are in the inventory
- Resolved issue with illusory gear not resetting veil timer properly and automatically reapplying veil when it is removed
- Resolved issue with chest's inventories not being synced properly anymore in multiplayer (regression)
- Resolved regression where using a grappler or Beam spell would result in a crash on multiplayer
- Resolved issue with player animations on clients not playing correctly (usually showing multiple arms)
- Resolved (mostly) issue with client getting stuck in edge grab animation on server
- Resolved issue with some spawners during world generation being overleveled for the region they are in
- Prevent HP regen during Nullify Heal dungeons
- Fixed issue with Berserk skill SP tick triggering every 1 second instead of every 3 seconds
- Potentially resolved one of the cases where dungeon generation would result in an incompletable floor
- Resolved issue with Light Orb not following the player to new realms
- Fixing Wand Proficiency level descriptions
- Resolved seemingly random crash caused by foliage growing
- Resolved crash when renaming a treasure chest and quickly leaving the chest
Another day, another group of bug fixes. Thanks to Premium for bringing a regression to my attention. Hopefully this will be the next stable release!
Changelog
- Resolved regression where using a grappler or Beam spell would result in a crash on multiplayer
- Resolved issue with player animations on clients not playing correctly (usually showing multiple arms)
- Resolved (mostly) issue with client getting stuck in edge grab animation on server
- Resolved issue with some spawners during world generation being overleveled for the region they are in
- Resolved issue with client being able to levels skills at lower levels than they should
- Prevent HP regen during Nullify Heal dungeons
- Fixed issue with Berserk skill SP tick triggering every 1 second instead of every 3 seconds
- Potentially resolved one of the cases where dungeon generation would result in an incompletable floor
Another unstable update is here with lots of changes! I'm really hoping this version is the next stable release. You'll find there are some highly requested features included such as a "stack nearby" and "sort" options as well as the ability to lock item slots in your inventory. Right now the only thing holding it back from being so is multiplayer stability. Since the huge multiplayer rework I have been doing my best to track down any regressions and I think I've got them all but I need some brave souls to test it out and report back to me first. Please let me know if you are playing Unstable and if things are working out for you (or not). I will be streaming development as usual so if you run into any new issues you can report them there.
v1.0.13 changelog
Features
- Added item sorting and inventory stack nearby
- Added ability to lock inventory item slots to keep them from being sorted and stacked
- Added support to quick transfer items to and from merchant
Changes
- Replaced "Deposit" treasure chest option with "Sort"
- Changed all LV+ variation item recipes to be learn through the scroll instead of having to research them individually
- Expanded Treasure UI view size some
- Do not flash menu items when it is already open
- Only have thick moss grow on natural stone (not stone brick)
- HP and SP now stay at the same percentage when switching loadouts (Tab)
- Added Poison Spear Scroll to Zabis horde realm loot pool
Bug Fixes
- Resolved issue in multiplayer that would cause other players to be invisible
- Resolved issue causing multiplayer sync slowdown
- Resolved regression issue with grappler being invisible on clients
- Smoothed out grappler on the client so it is not nearly as jumpy as before
- Show Light Orb cooldown on client
- Properly limit sell shop to 12 items
- Fixed some issues with Falxian Altar
- Added missing description for Magic Boost status effect
- Resolved issue with items on quickbar not having a cooldown on the client
- Resolved issue with items on the shift + quickbar not updating with to how many items are in the inventory
- Resolved issue with illusory gear not resetting veil timer properly and automatically reapplying veil when it is removed
Hello everyone! It has been awhile since I released an update to stable and wanted to give everyone an update on where everything is at. Unstable has received several updates while I iron out the kinks in the new multiplayer code. I think it is getting there but still needs a bit more work before it is ready to be considered fully "stable".
With that said, I still think the "unstable" branch is better overall now for multiplayer and is pure win for single player.
In between working on multiplayer I have taken the time to fix many other issues including many of the more common crashes players are having. I've also fixed a few of the more annoying problems such as Light Orbs disappearing when traveling to new realms. Since I've been such a good boy and working through this multiplayer code and plethora of issues I treated myself to implementing some highly requested features. This includes the ability to stack your inventory to nearby chests, sort your inventory and treasure chests, and also lock items in your inventory so they wont be affected by these other tasks. Unfortunately I was unable to push back moving anymore (I originally was suppose to move over a month ago). So my move day is tomorrow and I've spent a good amount of today packing. I hope to get setup again as soon as possible and get back to work by the start of next week. If things go well I'll be able to release something onto stable shortly after that. Thanks again for all of your patience and support!
Siege Games is Hiring
You heard it right! Siege Games is hiring! Crea being released is merely the next step in development and I would love to find some amazing people to be part of that; specifically a generalist (C++) programmer and a pixel artist. I am looking for truly passionate individuals with high work ethics, a love for games (especially RPGs) and a craving for delicious burritos. You would be working with me (@JassonMcMorris) in some future office in Portland, OR. You must be willing to relocate and work full time. Payment will be a decent indie salary with some revenue share. After reading the description below if you are interested then you can apply by emailing me at jasson@siegegames.com . Be sure to include a resume, a portfolio/code samples, you favorite games of all time and what game(s) you are currently playing. If you have any questions you are more than welcome to ask through email, twitter, or you can even join my development livestream.
Generalist Programmer
Ultimately I’m looking for someone to help share the workload and be a partner-in-crime with me. Responsibilities would include a wide range of skills such as: engine development (C++), gameplay implementation (python), designing new content, and working with players to resolve issues. You must have advanced experience in at least C++ with a high standard for code quality.
Pixel Artist
Crea’s current artist, (@KelleyMcMorris), is looking to move on from Crea and focus on her freelance work. You would be the sole artist working on Crea and would have to be able to replicate the established style. The work would involve visually design, create and animating various items, blocks, monsters, bosses, and so on. A huge plus would be willingness to take a lead on wearing the community management hat as well.
Got a ton of work done yesterday! Thanks to a few players testing on Unstable I was able to fix some bad regressions caused by the huge multiplayer changes. Along with those I got some crashes fixed up and more.
Changelog
- Optimized data sent to clients
- Resolved issue with storm skills (Windstorm) not working in multiplayer
- Resolved issue with water not being animated on clients
- Resolved seemingly random crash caused by foliage growing
- Resolved crash when renaming a treasure chest and quickly leaving the chest
- Removed white boarder on Lorumite Wall icon
- Resolved issue with chest's inventories not being synced properly anymore in multiplayer (regression)
Hello again everyone! I hope you all had a good weekend and the Steam Summer Sale has been treating you well. Since the last update I've been working away on the multiplayer. Some huge fundamental changes in the underlying multiplayer code changed. I have done limited testing which is why I am putting this on the unstable branch. Please test with the unstable and let me know how it goes. I will be continuing my efforts on multiplayer and other high impact issues for now. Thank you all for your patience.
Changelog
- Huge rework of data syncing for multiplayer
- Trees, plants and remna fountains now simulate time passed while it was unloaded (no more leaving and coming back to saplings)
- Resolved issue with Light Orb not following the player to new realms
- Resolved issue with some bosses being invisible in multiplayer
- Resolved multiplayer issue with other players sometimes being invisible
- Fixing Wand Proficiency level descriptions
- NPC names are now localizable
- Added automatic image redirection for images in the coremod directory
Hello again! I want to keep up the communication but I don't have an actual update so this will have to do. There are unfortunately still several high impact issues that I'm working through. Many of these I was not able to get enough information but with the latest version I should be able to collect nearly all crash reports automatically with hopefully enough details that I can start quickly resolving these remaining crashes. Before I get to working on those crashes though I am currently focusing on multiplayer issues some more. I believe that many of the existing issues stem from a single part of the underlying multiplayer parts of the game's engine. So I am targeting that and rewriting it to be more performant. At the very least it should help make it easier to track down these issues. Thanks again for everyone's patience and help. I am working through these as fast as I possibly can. In the future I hope to bring some additional people on the team to help speed up development so things wont move so slow and be so dependent on one person. I released an extremely small patch yesterday. I was originally just planning to include its change with the next update but I will just add it on here.
v1.0.9 changelog
- Fixed Frostbite description and Regeneration skill cooldown time
- Removed mod achievement disable notification
- Resolved issue with Eternal War weapon attribute not persisting its life drain effect
- Added extra measures to enforce automatic crash reporting
- Resolved issue with resetting Xbox One controller controls not working properly
I just released a new patch that enables achievements for all - v1.0.8
I have decided to remove the achievement disabling "feature" for now. The motivation behind this feature was to make achievements truly count and not be easily obtained through the plethora of ways Crea's modding makes it possible. The blanket disabling of achievements for all mods greatly deters modding which essentially undermines exactly what I was wanting to achieve with Crea from the start - a moddable sandbox game. I hope that in the future I will come up with a viable method to disable achievements in a mod friendly fashion. For now though, everyone can enjoy mods and if you want to cheat to get achievements then good for you.
Here's the daily update! Still making good progress overall but hit somewhat of a wall with many of the high impact issues. I added in a few things into this build to help assist in tracking them down. Despite having released so many updates recently the game is still riddled with bugs and I appreciate everyone's patience and assistance. I apologize if I haven't managed to resolve an issue you're encountering. I am doing my best and will get to it as soon as I can. Be sure to provide as much information on your issue as possible so when I do start tracking it down I can quickly find the cause and fix it. Thanks! Again, I am pushing this to everyone since I will be around all day working away on Crea and can quickly respond to any issues that pop up. Please report any new issues on the Development Stream so I can immediately address them.
Changelog
- Resolved issue with server-side characters not working with Steam Cloud properly
- Resolved issue where monsters would be invincible for longer than they should
- Added better crash handling to help assist in tracking down the cause of crashes
- Resolved localization mod issue when the localization doesn't define a "lore" or "help" font
- Lowered level requirement for glove accessories
- Added missing Impact Gloves Scroll
- Greatly increased scraps yield from scrapping equipment
- Reduced number of squirrel arrows needed to craft Squirrel Quiver from 999 to 99
- Fix typo in Knockout modifier description
- Removed '.' from end of Wood Wall name
- Added achievement disable notification at the top of enabling a mod for an existing world
- Added additional profiling to help track down a performance issue
Trying to get out daily updates as much as I can. Here is another full day worth of work. I am releasing it to everyone since I will be around to fight any fires that pop up. If you do run into any new issues please report them to me on my development stream and I'll be sure to address it immediately. Once again I'm continuing to focus on multiplayer and other large impact issues.
Changelog
- Resolved issue where innovation skill was not factored in for what recipes the client could learn
- Researching now gives more consistent TP even when researching lower level items
- Resolved issue with camera not showing the side of horde realms and dungeons when zoomed in
- Fixed a few inconsistencies with treasure chest names and their locked state (needing a key)
- Resolved issue where deleting a character with the a name that is the start of another character's name would result in deleting that character
- Added more details to the Altar of Chaos description
- Resolved issue where more infusions could be used than available
- Resolved issue with Agmore Chestplate lonis seed material being replaceable
- Added scroll lock on research materials when translating a scroll is needed to finish researching that material
- Added potential fix for retina displays
Continuing my quest to rid Crea of issues! Yesterday I managed to track down and free us all from the titan known as "Exploding Base". I also took some time to get down easier to fix issues out of the way such as invisible dead trees in multiplayer and Xbox One controllers not working 100%. For now this is available on the Unstable beta branch. Today I will be continuing to work on multiplayer bugs and other high impact issues that come my way. I will be looking into performance issues again soon and try tracking down those remaining few. If you run into issues be sure to report them on the forums following this guide: http://steamcommunity.com/app/280520/discussions/0/618460171327332986/
Changelog
- Resolved "base exploding" issue caused by traveling to a region that is currently being unloaded
- Resolved crash on host when client attempts to craft using the same upgradable item twice (sword, mattock, etc.)
- Resolved issue with some trees (Dead Trees and Mushroom Trees) being invisible for clients
- Resolved issue where treasure and/or return crystal in horde realm would not be created properly
- Resolved issue with Xbox One controllers would not work 100% correctly
- Fixed join error message with version mismatch
- Lore text now supports utf-8 characters and can have its font changed
- Resolved issue with dungeon system not being cleaned up properly
Hello again my friends, I once more bring you my day's work bounty. For now this is available on the Unstable beta branch. If things are looking good in the morning then I'll release it to everyone. (and update Humble) I finally got to spend a good chunk of my day fixing multiplayer bugs and got some huge nasty ones resolved. There are still a lot of weird desyncing issues and other assorted multiplayer issues that I will be working on. Crashing when entering dungeons? FIXED! Crashing when exiting dungeons? FIXED! Host have a broken grappler in dungeons? FIXED! I will be continuing my bug onslaught tomorrow. I will be continuing my efforts on the high impact issues - crashes, performance issues and that exploding base issue. If you are having problems with any of these then join my Development Stream tomorrow and I'll personally help you.
Changelog
- Resolved crash when entering another realm on the client
- Resolved crash on clients (multiplayer) after leaving a realm
- Resolved a crash on the host (multiplayer) when quickly shift+clicking to transfer an item multiple times
- Resolved issue on some GPUs that would cause the game to crash upon entering multiple dungeons or saving and exiting and reloading
- Resolved issue with grapplers not working in other realms on multiplayer
- Optimized the load time for traveling to new realms
- Mining multiple blocks of the same type only play one sound now
- Limit length of seaweed and lava stalactites
- Resolved issue with bamboo bed and bamboo dresser not being learnable correctly
- Loosened requirements to obtain Corsaltus Crystal Scroll (boss item)
- Changed firey dungeons to use Soot as the material (Change size or play random dungeon to reroll current item requirement)
- Fixed Stegara's Rampage Boots (Lv40) name
- Increased distance controller cursor will target
- Attacking Target Dummies does not grant TP anymore
- Increased change and amount of TP gained from casting Heal
- Discovering new items can now grant Explore TP
- Lowered Explore level requirement to learn Shadow Folding
Wow! I am so sorry everyone that tried creating a new world in the last 2 hours. I rushed this update out before heading out to look at a few apartments. As always, I failed to test something (world generation) so it was of course broken. Moving forward, I will start employing a "Unstable" branch that player's can opt into to get the latest version. Once it has time to prove itself I will then push it to everyone. Again, I am deeply sorry and feel like a jerk. Now you can go create a world and name it "Jasson Sucks". ;) Love you all, (don't hate me) Jasson
Yesterday was a productive day with several bugs fixed. I will of course continue to work through issues as fast as I can. Progress! Today I will begin focusing on some of the multiplayer bugs. I hope to also look at the nasty "exploding base" issue. Once again, thank you all for your patience, support and help fixing these issues.
Changelog
- Resolved performance issue caused by monster spawners not being updated and maintained properly. This should fix dropped FPS from longer play sessions.
- Resolved issue with music box not working in multiplayer
- Resolved issue with previously defeated bosses since the previous patch not scaling properly. Defeating previously defeated bosses will cause them to start scaling properly.
- Resolved issue with grappler suddenly not working anymore
- Resolved issue where treasure chests with an apostrophe in its name would not correctly open up anymore
- Resolved issue with Warden items and Hunter Talisman not displaying tooltip correctly during crafting and researching
- Resolved issue with sticky throw-able items not being destroyed properly
- Changed Glow ball and Sticky Glow Ball descriptions to mention that they are throwable
Hello everyone! Time for a status update! Thanks to everyone I now know just about every issue in Crea. It is just a matter of fixing them. Thank you for your ongoing support and patience!
Windows 32-bit vs 64-bit
Yesterday I discovered that the 64-bit version was bringing more to the table than I knew. Many players are running into lag issues where they weren't before 1.0.2. This is likely due to 64-bit GPU drivers typically being better than 32-bit. Some players are unable to play the 32-bit version of Crea on their 64-bit machines. Because of this I will be switching back to the 64-bit as the default version. However, this will likely now break Crea for some players that can only play on the 32-bit build. After spending a large chunk of yesterday working with a player (Thanks Jambles!) we concluded that this was likely caused by not having the latest GPU drivers. If you can no longer play Crea but could before then be sure your drivers are updated and you restart. If you still are running into issues then please post in the forums and include your computer specs and crea.log file. After doing this you can switch to the win32 beta branch where you should be able to play once more. Sorry for the inconvenience!
Performance Issues
What was thought to be one issue is actually at least 3. I have pinned down one of the causes for performance issues and am fixing it now. I also have a partial fix in the works for the UI performance issues and will be digging into that more soon. The last issue where the framerate dramatically drops to 1 after just a short while of playing is being investigated. What I know so far is that it is something (maybe Steam?) not playing well with Crea.
Multiplayer Issues
I am going to really try to get to some of these today. Top priority are the crashes but I do know about all of them. Stay tuned! Also do not use Server-Side characters since that is causing issues for many people. (will be fixed soon)
Exploding Homepoint
This is a really bad issue caused by extremely unfortunate timing. I believe that if the game tries to load up the homepoint at the exact moment it is trying to unload it then things get very confused. I will be investigating this very soon since it is such a severe/high impact bug. In the meantime you can restore your backup files. I'm really sorry guys!
Other Issues
I do know about basically all of the issues now and will be working towards getting them all fixed in time but keep supplying us with data. Kelley is helping out in the forums collecting data and replying to everyone. Be nice to her!
Development Streaming
If you want to watch the bugs get fixed; connect with other players; have any doubts I am working or just want to see how real the struggle is, then you can join the development livestream where I am streaming basically all day everyday.
Update? When?
I plan to push another update much later today. Watch the announcements for it.
Mini Changelog
- Doubled the distance that you can use items from nearby treasure chests
- Changed quiver description to clarify its use
- Removed split platform graphic
- Balanced bosses more so they don't completely scale to your level
- Resolved issue with boss levels sometimes being higher than they should
- Resolved issue with crafting surface modifiers causing issues with saving while in the player's trash
- Resolved issue with backslash in a name would break character or world selection
Great news everyone! The next hotfix has landed and resolves several major issues. The entire family of sound bugs have been exterminated. Along with them lay many others detailed below. Be sure to check them out!
One big change is that the Windows 64-bit binaries are being replaced with the 32-bit versions. This is because the Windows 64-bit build is fairly new and has proven to not be as stable as the 32-bit one. Once release has settled down I will spend time fixing up the 64-bit build.
Next (tomorrow) I will be focusing on resolving the performance issues as well as the multiplayer crashes. I am working as hard as I possibly can and will keep you guys updated with the progress I make.
If you would like to watch me stomping bugs then feel free to check out my Development Livestream. I am live more often than not nowadays.
Changelog
- Added in primitive quick item transfer
- Resolved issues with sfx and music dropping
- Resolved crash at startup for many players
- Resolved issue where dedicated GPU was not being used causing performance issues and crashes
- Made it possible to collect the Corsaltus Crystal
- Fixed controls on tooltip for interacting with skill on toolbar
- Clarified that Slam and Skysword are only usable midair in their descriptions
- Made it possible to place blocks on the backwall when adjacent to a block on the ground layer
Hello everyone! I wanted to give you all a quick status report on the state of things. Before I get to that, thank you again to everyone that is reporting issues and are patiently awaiting fixes. I know Crea is really buggy right now for some of you. Keep in mind that before release we had 10-15 people playing Crea at a time so when an issue was even reported it was hard to ascertain the severity - icecube or iceburg? Now we have 1000+ people crashing their ships into a few iceburgs! I'm on my lifeboat swimming out to everyone as fast as I can. You can watch me swimming frantically over on the development channel. Onto the state of things!
UI Performance Issue
Game running slow after playing for awhile? Well I got some good news for you then. After foregoing sleep last night I am onto a good potential fix that should completely clear this up. I'm not 100% it will pan out but know that I am working as hard as I can to get this one resolved quickly.
Sound Cutting Out
Another issue I am actively looking into. If you are running into this you can help by posting details (including log) on this forum post.
Multiplayer Crashing
Unfortunately there are still more multiplayer bugs than I'd like to think about. I will be working on these after the performance issue. If you run into any problems be sure to post about them in full detail since reproducing multiplayer bugs is immensely more challenging than singleplayer bugs.
Other Issues
I am aware of many other bugs and have a growing list. Once I get these super high priority issues I will start focusing more on zapping these one by one. These include controller issues, one off crashes, and the likes.
Feature Requests
There are a few feature requests I'm hearing repeatedly. I will do my best to fit them in and may take a short reprieve from the bug fixing to do one or two of these before I fix all the bugs.
Summary
Expect patches to be landing often and hard. At one point I will have to catch up on this sleep debt but I'll keep going as long as I can. Thank you again for everyone's support (and patience please?). I truly appreciate it.
Hello everyone! First of all thank you all for the amazing support so far. Secondly, thank you all for your patience with these issues. I know there are a few of you being plagued by some horrible issues and it pains me. I am working hard at getting these fixed up and hope to get Crea working nicely for everyone. My top priorities are:
- UI Performance issues
- Multiplayer issues (a few)
- Sound Effects issue
Changelog
- Resolved UI zoom breaking the game
- Resolved issue with dedicated server not loading settings properly
- Resolved issue with Stealth equipment attribute not working correctly in some cases
- Added in logging to help track down sfx issue
- Changed Wood Furniture Set to only require lumber to research it
Crea is now out of Steam Early Access! First of all, thank you to everyone who took a risk and supported us during Early Access (and before). Let's make the next stage of development even more successful! Now lets get some questions answered.
Will Crea continue development now that it is released?
YES! First I will focus on fixing remaining issues and polishing some more and then new features/content.
Should I tell my friends about Crea?
YES! We all know how under the radar Crea is. Help it be successful by telling your friends, communities, favorite youtubers/streamers about Crea.
Should I wait for Steam Summer Sale to buy Crea?
NO! After the launch discount the next discount will be 25~% off during Steam Winter Sale (December).
A 1.0 release means no bugs, right?
Sadly no, there are still several issues being worked on. I ask for your patience and help as they are resolved. You can read about the current known issues here.
How is Crea different from other sandbox games?
I did my best to write an objective post on this. Hopefully you find it useful! http://steamcommunity.com/app/280520/discussions/0/357288572117808789/
Features
- Pages to a Lore Book are now scattered throughout the world of Crea
- Items have been infused with lore flavor text
- Dedicated Server now available on Steam
- Added 50 Steam Achievements
- Steam Trading Cards
- Introduced a forth boss
- New Ore and remna tiers can now be unlocked
- New gear tier hasa been introduced
- Enhanced item interaction
- Smarter controller cursor
- Enhanced visual style for renaming inputs
- New more powerful version of many accessories have been added
Changes
- Guides are now shown the first time they become available
- Changed Research Desk subcategory to "Essentials" to make it easier to find for new players
- Loadout buttons added to HUD toolbar
- Disallow in-game commands unless using developer mode
- Items are automatically discovered when its recipe is learned. This means unique items that are researched on discovery no longer have to be crafted to learn
- Unique items no longer have to be discovered before a recipe can have materials researched for it
- Decreased TP cost for the first level of the Sword Proficiency
- Lowered level requirements for most skills
- Vines and foliage now give less gather TP
- Characters now automatically learn any newly added recipes for discovered materials
- Lowered Lanteed spawn frequency some making Oil Slimes spawn more often
- Birds drop more feathers now
- Boss levels are now based on defeated bosses for players instead of world
- Balanced minimum levels for some monsters
- Increased HP for bosses as they level up
- Cut the HP for the spawners that Dormians creates in half
- Changed Venfear's wind attack to go through blocks
- Snow hare drops fur now
- Reduced animal spawn rate by a bit
- Fish are now extinct (disabled since they are broken and I don't have time to fix them atm)
- Added many missing localizations
- Changed Premium Lumber to have the proper quality
- Purified Lumber now stacks to 99
- Increased the price of silk
- Crates are no longer collectable
- Rebalanced item prices
- Chests are now named "Locked" when locked
- Lockpicks can now be used from the toolbar
- Lockpicks will automatically be used when interacting with a locked chest and no keys are available
- Increase price cost for Reincarnate dungeons
- Increased chance for horde realm crystals to appear
- Select medium size world by default in world creation
- Changed world level distribution - small worlds increase more dramatically while large worlds are more gradual
- Added some missing status effect icons
- Added descriptions to several items
- Renamed Gildor's Crystal to Corsaltus Crystal
Bug Fixes
- Resolved crash on client when traveling to a new realm caused by messages getting out of order
- Resolved seemingly random crash on clients when the host is unloading a region of a world with certain items in it
- Resolved issue with players being able to interact with travel items (realm crystals, chaos bed, gildor crystal) multiple times
- Resolved error on standalone server with Invisible status effect
- Resolved issue with client experience bar not updating properly when leveling up
- Resolved issue with particles not using textures properly on the client
- Resolved issue with one of the build toolbars not working for clients
- Resolved issue where your character would float when the ground was destroyed underneath him on a client (multiplayer)
- Fixed many messages being sent to all players in a multiplayer game when they should only be sent to a single player
- MOTD is now loaded for standalone server
- Resolved issue with standalone name and motd not loading from settings properly
- Resolved issue with character preview not working on OSX
- Resolved issue with overlaping items showing one highlighted but then interacting with the unhighlighted one
- Resolved issue with the UI not updating when resetting control bindings
- HUD now properly shows more than 7 status effects
- Resolved issue with items sometimes attempting to be collected even when there isn't space
- Resolved issue with some equipment claiming to have potential attributes when they infact did not
- Resolved issue with torch coming back on underwater when against a wall
- Do not stack unique items notifications
- Resolved issue with discovered items associated with characters was being saved improperly and would not work correctly when switching worlds
- Temporarily disable UI zooming for OSX since it causes a crash
- Resolved issue with items being researched multiple times (duplicate notifications)
- Resolved issue with researching item set recipes causing the player to not learn the contained recipes
- Resolved crash when quickly leaving a horde realm
- Resolved issue with some horde realms not properly creating reward chest and/or exit crystal
- Resolved issue with Aegnite horde realm crystals not always working
- Resolved issue with entity render rectangle not being calculated correctly when entity is flipped
- Resolved issue with some realms lingering longer than they should
- Resolved animation issue when using an item or gadget during a second jump
- Better error handling when settings file is busted
- Resolved issue with character being interrupted when taking damage more often than they should
- Resolved issue with many monster projectile attacks dealing more damage than they should
- Fixed issue with some monster's attack trail (Torrend & Aegnite) not having correct transparency when monster was invisible
- Resolved issue with monsters still attacking the player immediately after the player becomes invisible
- Resolved issue with grappler breaking after using it just before traveling to another realm
- Resolved issue with Flamethrower spell getting into a broken state
- Resolved issue with Breath spells not working on all quickbars
- Fixed Stoneskin status effect description
Hello everyone! I very often see players referring to the wiki and every time I feel compelled to comment on how outdated it is. Lets change this! Many new players find the wiki really helpful and with 1.0 on the horizon we are about to get a huge surge of newbies. Thank you to Kirabook who has gotten the wiki this far! She is busy nowadays and needs you to pick up the torch. Go and start contributing! Feel free to join in on the Discord community and chat about it. http://creawiki.net/w/Main_Page Thank you everyone that does help out!
First of all thank, you for wanting to help support Crea! Since the release date announcement sales have increased. While this is really encouraging to see, I am here to tell you something that you probably would have never thought you'd hear a developer say...
STOP BUYING THE GAME!
I do really appreciate the support but instead of buying Crea now you should put it in your wishlist, add a June 9th calendar event, and start strengthening your vocals so you can yell from your rooftops about Crea on June 9th. Here are some reasons why you should wait for the 1.0 release on June 9th:
- --------> 10% Launch Discount <--------
- Lore Book Introduced
- Steam Achievements
- Steam Trading Cards
- Countless bugs fixed
- Sale spike on launch day is good for Crea
- So you can tell me at the launch party that you bought the game
I am pleased to announce that Crea will be released on Steam on June 9th.
With the 1.0 release will be a massive update introduce several new features such as a new boss and gear tier, expansive mythos including a lore book, Steam Achievements, Steam Trading Cards, thorough modding documentation, and a plethora of other changes.
Crea’s time on Steam Early Access has been great. Looking back to what Crea was at the start it is amazing how far it has come. I want to thank everyone who has helped out during Early Access. Thank you to those that reported issues. Thank you to those that provided feedback. Thank you to those that endured the unstable times. Thank you to those that shared Crea with their friends and family. Without you development would have been that much harder. Our time together does not have to stop though!
That’s right! Moving onto 1.0 by no means that development on Crea is over. There are many additional features and content we would love to add as long as we have your support. Speaking of which, here are a few ways you can help us have a successful launch!
- Tell your friends!
- Share on social media
- Leave a Steam Review
- Join the 1.0 beta and help test
It is finally happening! The 1.0 beta is now live and I'm looking for players to sign up to join! 1.0 Beta Sign-ups The 1.0 beta contains all of the 1.0 features including: Steam Achievements, Lore Book, 4th boss, and a new ore and equipment tier. With the official 1.0 release we'll also be adding in Steam trading cards as well. In addition to the 1.0 beta, I've put together another weekly update with a bunch of changes and bug fixes!
Changelog
Changes
- Keys no longer drop from animals
- Lowered drop rate of keys from monsters and animals
- Decreased items in dungeon treasure chests and added keys to their loot pool
- Changed scrapper algorithm so it now produces significantly less scraps especially for materials
- Balanced Dungeoneer dungeon costs so that good modifiers cost significantly more
- Changed mattock's potential stat attributes to have higher values
- Changed Battle Cry and Berserk to work off a flat value making them much more effective at lower levels
- Agmore Sword, Artisan Broadsword, and Sylic Blade now upgrade from their proper items
- Spirit Drain spear's main attribute can now vary based off the item's quality
- Limiting items craft with unique materials to only have one crafted at a time (equipment)
- Dependent stat attributes such as '15% of DEF to HP' now automatically adjusts when the dependent stat changes
- Increased the cost of the map icons up to 500
- Berserk status effect is now removed when a character with it is loaded
Bug Fixes
- Resolving crash in multiplayer when a new inventory bag is acquired
- Resolved an issue where a screen tear would appear across the screen on some GPUs
- Resolved issue with teleporting resulting in the character getting stuck
- Resolved an issue with tiles not rendering properly
- Resolving issue with Syle breath skill not working
- Resolved issue with Focus skill not affecting critical damage correctly
- Fixing graphical issue with imbuing chamber animations
- Fixing small styling issue with craft UI
- Resolved an issue where player's could craft multiple items while only consuming one of a unique item
- Fix standalone help text regarding world size during creation
- Modding: Resolved issue with content overloading not fully replacing the original content
We now have a discord server! For those not familiar with Discord; it is a text/voice chat program that makes it easy to become part of the community. Feel free to join and start chatting away! Official Crea Discord Server Shout out to those that put this together: PocketWookie, Bandersnatch and MrPoundsign.
This update's focus is once again on bug fixes. I am attempting to resolve some of the last huge offenders such as the frequent crashes on Intel HD GPUs.
Meanwhile we've been working on 1.0 features and have finished up the Lore book! It is looking fantastic and will share screenshots soon. I decided to pull one of the new additions to the game - the great tower known as Solunais.
Soon I will be launching a 1.0 closed beta and will be looking for testers. This will give us time to get a bit of feedback and have time to respond to issues. If you think you will want to help out with the 1.0 beta then watch this news section where I will be posting some details. Keep in mind that I will give priority to those who have shown to be helpful in the past.
The 1.0 release date will be announced soon! I first want to make sure there aren't any massive explosions with the 1.0 beta launch.
Changelog 0.44.0
Features
- The great tower, Solunais, has appeared!
- Resolved crash on startup on 64-bit Windows caused by Intel HD GPUs
- Potentially Resolve crash when exiting a dungeon with the "Explosive Monsters" modifier
- Fixed layout issue with Cartographer UI
- Resolved issue with visual effects persisting between sessions
- Resolved issue with tool dig area not being calculated correctly all of the time
- Resolved styling issue with crafting window when using a controller
- Fixing issue with toolbar styling not showing which item is selected while using a controller
- Resolved issue with changing controller bindings
- Log statements to help investigate a few issues have been added
Crea
Siege Games
Siege Games
2016-06-09
Action Indie RPG Adventure Singleplayer Coop
Game News Posts 74
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(1070 reviews)
http://www.playcrea.com
https://store.steampowered.com/app/280520 
The Game includes VR Support
Crea Linux [158.73 M]
- Level up by defeating enemies
- Learn over 80 skills through the talent system
- Loot and craft powerful gear with unique attributes
- Discover the world’s expansive mythos and history
- Defeat challenging original monsters each with their own attacks
- Survive by timing shield blocks and dodge rolling
- Vanquish by your weapon of choice: Sword, Spear, Bow, or Magic
- Challenge massive bosses and prepare to die
- Research materials to discover their crafting capabilities
- Find old recipe scrolls scattered throughout the world
- Upgrade equipment to carry over their stats
- Use chaos crafting (minigame) to create even more powerful items
- Explore massive procedurally generated worlds
- Quickly teleport through the use of Way Crystals, Way Shards and Rifts
- Delve into dungeons that not only look different but play different every time
- Travel to completely new Realms beyond the bounds of the main world
- Built from the ground up with modding in mind
- All gameplay logic and content exposed in Python
- Easily create new content or entirely new gameplay systems
- Learn from extensive modding tutorials and API documentation
- Join in on the Development Streams
- Track progress and what’s planned on the Roadmap
- Get the latest development news on Twitter
- OS: Ubuntu 12.04 x64 LTS or later
- Processor: 1.7+ GHz or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256+MB and OpenGL 2.1 compatible GPU and 1024x768 resolutionNetwork: Broadband Internet connection
- Storage: 256 MB available space
[ 5951 ]
[ 3198 ]