Ruin Update - September 8–9

Ruin · published · build 25196876

New Abilities and Class Changes
Updated the Ranger legendary passive Stillness of the Hunt. Each different ranged attack grants 5% Haste for 10 seconds, stacking up to five times. Using another different ranged attack refreshes the duration. Repeating the same attack does not add or refresh a stack. Out of combat, Stillness of the Hunt grants Camouflage. The Ranger becomes slightly transparent and can only be seen by other players from half the normal distance.

Harvesting and World Interaction
Chopping, mining, and digging now begin with the correct character animation.
Harvesting damage now happens when the tool visually contacts the target.
Repeated clicks no longer delay or repeatedly restart the same gathering swing.
Trees and logs now shake, release wood fragments, and play woodcutting sounds when struck.
Trees now fall away from the player when felled.
Falling trees follow the slope of the terrain, release leaves while falling, create dust when landing, rest briefly, and then fade away.
Rocks now release stone chips and dust when struck.
Destroyed rocks break into separate pieces that scatter, bounce, slide downhill, and fall from ledges.
Bushes now break apart with foliage pieces and drifting leaves.
Digging now temporarily displays a shovel and creates a larger dirt burst with varied digging sounds.
Harvesting effects now appear at the actual point where the weapon contacts the model.
Looking at a tree, rock, bush, or log now selects the closest visible part of that object more accurately.
Wide tree canopies should no longer make targeting the trunk unreliable.
Looking at an occupied terrain tile now selects the object blocking that tile.
Terrain underneath a blocking tree, rock, bush, or log cannot be extracted until the object is removed.
The placement outline now shows the exact terrain tiles occupied by an object.
Removed or harvested objects stop blocking terrain and targeting immediately.
Aged planted trees can now be harvested normally instead of disappearing without providing their rewards.

Sitting
Added the /sit command.
Using /sit again makes your character stand.
Eating food or drinking water automatically makes your character sit.
Your character remains seated after the food or drink effect finishes.
Eating followed by drinking keeps the same seated pose instead of replaying the sit animation.
Moving, jumping, gathering, entering combat, or using another world interaction makes you stand immediately.
Sitting transitions smoothly into movement, attacks, and spells.

Creature Audio
Zombies now have varied idle, attack, hurt, and death voices.
Spiders, including Skittermaw and Spiderlings, now have their own idle, attack, hurt, and death sounds.
Bears now have attack, hurt, and death sounds.
Stags now react audibly when damaged.
Creature voices vary slightly in pitch and tone so repeated sounds feel less identical.
Creatures avoid repeating the same voice when alternatives are available.
Death sounds play once and existing corpses remain silent.