SteamRegistry

Patch notes and announcements

Search archived Steam news. Older posts may contain excerpts until fetched again.

Searching posts…
Gameplay Update — 17–19 October

Ruin ·

Guttermass [*] Added Guttermass as a new boss in Catacombs. Guttermass Loot [*] Added Cinderblood Band, which retaliates against attackers for 5 Fire damage. [*] Added Slimeguard Buckler, whose blocks can grant a five second shield absorbing 5% of maximum health. [*] Added Ooze Covered Cloak, which can release a three second toxic cloud when you take damage. [*] Added Heart of Guttermass, which prevents death and restores 20% health once every five minutes. [*] New two handed weapon rolls can no longer receive block chance or block value. Collectible Pets [*] Added Little Guttermass as a separate 0.1% boss drop. [*] Learning Little Guttermass unlocks it account wide under Vanity > Pets. [*] Cosmetic pets follow their owner and teleport to catch up when blocked or left behind. [*] Little Guttermass occasionally turns red and releases a harmless steam burst around its body. Catacombs Sewers [*] Added sewage system for catacombs dungeon as the new section. Dungeons & Heroic+ [*] Fixed Heroic +10, 11, 12 clears causing saved PvE records to disappear from the window [*] Logging back into an active dungeon now restores your position and progress. [*] Empty dungeon instances now remain available for 30 minutes. [*] Returning after an instance resets now places you safely outside its world entrance. Combat & Movement [*] Improved mob and pet pursuit during large dungeon pulls. [*] Improved movement across ramps, corners and uneven ground. Siege [*] Catapults can now launch Fire Bombs over walls, creating their normal burning area on impact.

Changelog — 14–16 October

Ruin ·

Dungeons & Bosses [*] Added The Cadaverous, a new boss in Catacombs. [*] Added larger central boss warnings with a warning sound. [*] Chomp’s chase warning now names the player he is hunting. [*] Chomp’s death now opens the gate leading onward. [*] Added “Leave Instance” to your portrait menu after completing a dungeon or Heroic+ run. Heroic+ [*] Added Heroic +10, +11 and +12 to Broodmother’s Lair. [*] Added Web Cocoon, trapping one player every 30 seconds, including outside combat. [*] Cocoons have 2,000 health and must be destroyed by allies to free the trapped player early. [*] Trapped players retain their threat and take damage while cocooned. Enemies & Combat [*] Added Starving Zombie elite to Catacombs. [*] Starving Zombies apply a shared stacking bleed that also reduces healing received. [*] Wounded Starving Zombies can consume nearby corpses to restore health. [*] Mobs can now daze and dismount players with successful melee attacks from behind. [*] Added skeleton movement and death sounds. [*] Improved mob and pet following around corners and across longer distances. Items & Loot [*] Added Gravecloth Hood, Rimebreaker, Relic of Fortification and Band of Ruthless Focus to The Cadaverous’s loot. [*] Preset gear can now roll one to three eligible stats, concentrating its stat points into those choices. [*] Food and potion effects now retain their base values regardless of level or rarity. [*] Fixed Embers not appearing in Currencies until visiting an anvil. Buildings, Boats & Siege [*] Buildings and boats now have individual health pools instead of sharing a percentage based damage scale. [*] Construction and repair progress increases from 1% per hit at skill 1 to 5% at skill 100. [*] Catapult hits deal less building damage at close range, increasing to 100 damage over longer shots. [*] Anchored boats take less ramming damage, making the attacking boat recieve most of the impact. [*] Fire Bomb now deals five building damage on landing and every minute. [*] Added brown floating building-damage numbers for the attacker. [*] Added green repair and construction numbers for the player doing the work. [*] Fixed repair numbers being difficult to see when standing close to buildings.

Todays Changelog - 11-13 October

Ruin ·

New Dungeon: Catacombs [*] Added first phase of Catacombs dungeon, will be release a new boss every couple of days. With Chomp being the first boss, a total of 6 bosses are planned. Combat & Runes [*] Added Seismic Momentum: build three stacks with weapon abilities, then unleash a shockwave dealing 100% weapon damage to up to six enemies. [*] Added Righteous Riposte: parrying grants Paladins bonus Holy damage equal to half their Strength for 10 seconds. [*] Added Twin Blade Guard: all classes gain 10% extra parry while dual wielding. [*] Added Dual Wield Riposte: all classes can counterattack with their off hand weapon after parrying. [*] Onslaught now deals 100% weapon damage when the charge connects. [*] Increased Smash and Flash of Steel’s range to 7 yards. [*] Smoothed Charge and Onslaught and improved melee hits against moving enemies. [*] Fixed repeated Smash effects and bow and death animations switching incorrectly. Heroic+ & Rewards [*] Heroic+ results and PvE Stats now show weekly and lifetime times, server rankings and new records. [*] Weekly Heroic+ times and unlocked difficulties reset on Monday, lifetime records remain saved. [*] Weekly PvP and PvE ranks award letters, with 500, 250 and 50 Embers for the highest three ranks. [*] Opening reward caches now announces your loot to you and your party or raid. PvP [*] Added /pvp to toggle PvP in PvE areas after two minutes without player combat. [*] PvP areas enable PvP automatically, leaving disables it after two minutes without player combat. [*] Fighting PvP flagged players in PvE is lawful. [*] Items & Crafting [*] Added a paintable Wall Spinning Wheel, craftable at Blacksmithing level 10. [*] Item effects now scale with level and rarity, reaching their strongest bonuses at level 20 Legendary. [*] Fire Bomb now lands before igniting and deals 1 damage to characters on landing and every second. [*] Public forges now offer separate Item Forging and Rune Discovery actions. Buildings & Boats [*] Stone Tower double the range for up to three players, including spells, shots and Fire Bombs. [*] Carts and catapults carried on boats no longer block anchoring. [*] Boat anchoring now checks only occupied tiles, without an extra surrounding row. [*] Boats can be repaired while unanchored, with the usual two-minute lock after player damage. Interface & Controls [*] Added Focus and Target of Target frames, with custom positioning and a rebindable F shortcut. [*] Macros now support focus, target’s target, self and equipped trinkets. [*] Added a Currencies tab showing coins, Store Points and Embers.

Todays Changelog - 7-9 October

Ruin ·

Cooking [*] Added Scrambled Eggs at Cooking 0, granting 2 Stamina. [*] Added Eggs on Toast at Cooking 10, granting 3 Stamina and 2 Strength. [*] Added Herb Omelette at Cooking 20, granting 4 Stamina and 3 Agility. [*] Added Baked Eggs at Cooking 30, granting 5 Stamina and 3 Intellect. [*] Added Lava Chicken at Cooking 40, producing five portions that give melee attacks a 10% chance to breathe fire, Fire Breath deals 40–60 damage plus spell power scaling and can critically hit. Guild Buildings [*] Added the Altar of Life, allowing guild members within 1,000 metres to revive instantly using a charge. [*] The Altar of Life gains one charge every five minutes and stores up to 100 charges. Siege [*] Added a guild buildable Catapult costing 500 wood. [*] Boulder impacts damage allies, enemies and buildings, with stronger damage and knockback closer to impact. [*] Boulders create craters on empty ground and leave debris for five minutes. [*] Boulder impacts can be heard up to 2,400 metres away, with distinct distant explosion sounds. [*] Fire Bombs now have burning sounds, stronger flames, rising smoke and a warm glow. [*] Catapults have adjustable power and angle, keyboard controls and a movable control window. [*] Damaging friendly players or other players’ buildings with siege weapons applies Criminal in PvE. [*] Criminal now lasts ten minutes and cannot be removed; duels remain exempt. Runes [*] Added Wild Arsenal, an Epic Ranger rune that keeps attacks available during Hurl Weapons and creates weapon pickups granting stacking movement speed and attack power. [*] Unidentified runes cannot be used once every rune of that rarity has been learned. Dungeons & Rewards [*] Added Heroic+ medals: Gold within four minutes, Silver under eight minutes and Bronze under fifteen minutes. [*] Gold awards double Embers and unlocks three levels; Silver awards 1.5× Embers and unlocks two levels, Bronze unlocks one level. [*] First Gold clears award two extra Heroic Caches, while successful Heroic+9 clears always award two extra caches. [*] Everyone receives a separate Ember bonus for each party member completing that Heroic+ level for the first time. [*] Fixed Heroic+ completion rewards failing to save. [*] Elites now have a 50% Ember drop chance in PvE and 80% in PvP, awarding 1–3 Embers. [*] World bosses now guarantee 10–15 Embers. [*] Increased Ember rewards for battleground wins and losses. Boats & Vehicles [*] Wooden carts and catapults can fall from ledges and be pushed onto boats. [*] Added a Push action to help free carts and catapults from walls or other vehicles. [*] Boats now carry carts, catapults and their cargo without becoming blocked by them. [*] Pushing cargo or operating a catapult aboard a boat no longer lowers its sail. [*] Reduced carried-vehicle wobble on moving boats. [*] Fixed pushing cancelling or moving vehicles toward the player on moving boats. Controls & Fixes [*] World focus, action selection and action scrolling now support primary and secondary keybindings. [*] Holding a rebound action correctly continues chopping, farming and digging. [*] Camera dragging no longer clears targets or activates interactions. [*] Fixed quickly picking up two nearby wild chickens. [*] Unstuck now returns players to the map’s starting spawn when no graveyard exists.

Todays Changelog - 6 October

Ruin ·

Housing & Building [*] Fixed terrain reverting inside house claims, including tiles around the house. [*] Fixed claimed slopes disappearing after server restarts. [*] Abandoning a house, raft or Wooden Cog now gives a protected one hour move out timer. [*] Players can build a replacement home during the move out timer. [*] Players can only have one home counting down to abandonment at a time. [*] Fixed the build menu offering another home while one is already owned. [*] Other players boats and carts no longer prevent you from building your own. Boats [*] Sails must be fully lowered before dropping anchor. [*] Reduced furniture wobble on moving boats. [*] Fire and smoke now stay attached to furniture on moving boats. Combat & Rewards [*] Fixed Onslaught failing with “ability cannot be used right now.” [*] Increased outdoor PvP elite Ember drop chance to 70%. [*] Increased outdoor PvE elite Ember drop chance to 40%. Wildlife [*] Added new deer idle calls, distant calls, attack, hurt and death sounds. Interface & Addons [*] Addons can now display images. [*] Added zooming and panning support for ruin windows in addons. [*] Addons can know player position and facing. [*] Added keyboard shortcut support for addon windows. Underwater [*] Reduced underwater fog so players can see farther.

Changelog — 5–6 October

Ruin ·

Boats & Housing [*] Added the Wooden Cog, a faster ship with more momentum than the raft. [*] The captain’s wheel now steers the cog and moves its rudder. [*] Corrected inverted boat controls. [*] Empty boats now lower their sails and coast to a stop. [*] Fixed passengers appearing to run on the spot. [*] Added a Climb Up action for players with boat permission. [*] Boat owners can place furniture on suitable flat surfaces. [*] Furniture requiring shelter can be placed inside covered boat cabins. [*] Fixed placement on shelves with multiple levels. [*] Added house style management to boats and rafts. [*] Players can own one home: a house, raft or cog. [*] Added anchoring to hold boats in place, including after restarts. [*] Boats automatically anchor when the last permitted player disconnects. [*] Anchored boats reserve nearby water tiles. [*] Anchored boats now require wood for upkeep. [*] Boats below 25% health can be claimed by another player. Combat & Runes [*] Holy Wrath now creates an explosion of light, even without nearby enemies. [*] Enemies hit by Holy Wrath now display golden light rays. [*] Paladin hands glow brighter with each critical stack. [*] Fixed repeating Holy Wrath ground effects and their associated lag. [*] Smash’s damage over time rune now scales with attack power. [*] Added Lightning Rod: nearby direct Nature hits arc to your Shock-marked target. [*] Added Overloaded: direct Nature abilities can strike a second time. [*] Added Onslaught: Charge marks enemies, and melee hits reduce its cooldown. Dungeons & Rewards [*] Normal bosses award each eligible player 5 Embers per party member contributor. [*] Boss-fight deaths prevent respawning until the fight ends or the party wipes. [*] Logging out no longer bypasses boss fight respawn restrictions. [*] Chest cache rewards now stack correctly, including unidentified runes. Callboard & Crafting [*] Callboard rune rewards now match quest difficulty: uncommon, rare or epic. [*] Crafting quest quantities now reflect the difficulty of making each item. [*] Crafting rewards now account for resource costs and recipe requirements. [*] Stove crafting quests now require one stove. [*] Difficult crafting quests are reserved for more experienced characters. [*] Level 20 activity quests now reward battlegrounds highest, then Heroic+, then normal dungeons. Chickens [*] Coop chickens now use available space around the coop when the front is blocked. [*] Players can assign a character to care for chickens and gain Husbandry while offline. World & Movement [*] Fixed extreme terrain height differences appearing after map updates. [*] Prevented terrain outside guild claims dropping too far below raised claim edges. [*] Improved footing on steep slopes to reduce falling through terrain. [*] Fixed sinking through the bottom floor of the Corner Tower. [*] Fixed walking through the stone sides of an affected open gate. [*] Fixed the camera repeatedly bouncing against walls. [*] Bush movement sounds now stop when the player stands still. [*] Floating text now follows actors correctly aboard moving boats. Interface & Appearance [*] Right click targeting now responds immediately, even while the mouse is moving. [*] Dragging the camera no longer opens vendors or picks up chickens. [*] Windows now block clicks from reaching controls underneath them. [*] Neutral characters show a silver sword cursor. [*] Hostile enemies show a red sword cursor. [*] Callboard NPCs now show a quest cursor. [*] Nearby compass markers now hide within 20 metres. [*] Added a PVE continent compass marker to help players find the starting city. [*] Added 13 male hairstyles with matching textures and saved character selections. Graphics & Performance [*] Fixed spell effects appearing on trees that had already been cut down. [*] Fixed World Render Scale so lower settings reduce rendering work. [*] Added a lower terrain texture quality option for weaker PCs. [*] Added an option to display spell ground effects on terrain only. [*] Reduced slowdowns during combat and spell effects. [*] Reduced hitches when sounds first play. [*] Reduced stutters when mounts load.

Gameplay Changelog — 5 October

Ruin ·

World & Collision [*] Fixed players falling through terrain on steep slopes. [*] Fixed terrain height inconsistencies after map updates. [*] Prevented terrain recovery from creating extreme cliffs beside guild claims. [*] Fixed players sinking through the lower floor of corner towers. Interactions & UI [*] Improved right-click detection so camera dragging does not trigger world interactions. [*] Kept vendor, repair and chicken pickup cursors visible when out of range. [*] Restored the food icon on chicken tooltips in the world and inventory. [*] Prevented clicks on windows from activating HUD buttons and menus underneath. Movement & Animation [*] Improved mob walking and running animations to match movement speed. [*] Corrected slow movement animations on Nightrun guards. [*] Reduced foot sliding during wolf walking animations. [*] Improved player animation timing when moving sideways. Dungeon Rewards [*] Reduced normal dungeon boss rewards from 20 to 6 Embers. [*] Increased Heroic+ completion rewards at every tier. [*] First time Heroic+ completions now award bonus Embers to every eligible party member. [*] Veterans can now earn bonuses by helping players complete lower Heroic+ tiers for the first time. [*] Heroic+9 now awards its first time completion bonus. [*] Multiple first time completers award one shared party bonus per run. [*] Completion messages now identify first time players and show the bonus earned. Battleground Rewards [*] Increased victory rewards from 36–47 to 60–78 Embers for 15 credited minutes. [*] Increased defeat rewards from 9 to 15 Embers for 15 credited minutes. Callboard Rewards — Level 20 [*] Increased normal dungeon quest rewards from 8 to 12 Embers. [*] Increased Heroic+ quest rewards from 14 to 18 Embers. [*] Increased battleground victory quest rewards from 10 to 20 Embers. [*] Increased battleground player defeat quest rewards from 12 to 22 Embers. [*] Increased battleground base capture quest rewards from 12 to 24 Embers.

Gameplay Changelog — 2–4 October

Ruin ·

Water [*] Water reflections now ripple and distort with the waves instead of looking like a mirror. [*] Added shimmering sun and moon reflections across the water. [*] Shore waves now roll towards the coast and leave ripples behind. [*] Made whitewater brighter, with moving, bubbling foam. [*] Replaced repeating surface patterns with highlights that respond to the light. [*] Fixed the camera cutting through the water surface. Underwater [*] Improved underwater colours, lighting and the appearance of the surface overhead. [*] Added stronger underwater fog to hide distant water edges. [*] Added underwater sunbeams and moonlight rays. [*] Made light patterns on the seabed shift naturally with the waves and lighting. Rafts and Sailing [*] Updated rowing controls: W/S use both oars, while Q/E use individual oars for tighter turns. [*] Added oar animations so they stay attached and follow a proper rowing stroke. [*] Rafts now coast after rowing and gradually slow down. [*] Restored the raft’s correct sail, including its wind-filled appearance. [*] Added bow waves and spreading foam wakes that grow with boat speed. Building and Terrain [*] Stone walls now automatically use the sloped version when placed on a flat slope. [*] Use the mouse wheel to reverse a sloped stone wall’s facing. [*] Fixed terrain editing beside walls, including choosing valid slope connections from either direction. [*] Fixed being pulled back while walking around sloped stone walls. [*] Grass now stays visible and adjusts correctly after terrain changes. [*] Fixed missing and washed-out textures on sloped walls. [*] Fixed sloped walls looking cut off at long distances. [*] Lighting and Shadows [*] Fixed patchy shadows on furniture indoors. [*] Fixed blotchy shadows on uneven ground, especially at lower detail settings. [*] Shadows now follow moving rafts correctly. Performance and Stability [*] Reduced loading freezes when entering the world or switching servers. [*] Reduced stuttering when digging and reshaping terrain. [*] Reduced the performance cost of crowded buildings and furniture. [*] Made terrain cheaper to draw while keeping its surface detail. [*] Reduced the memory used by world shadows. [*] Fixed an issue that could leave the screen blue while the game kept running. Achievements [*] Achievements are working will add new achievements overtime.

Gameplay Changelog - Sep 28-30

Ruin ·

Animals & Farming [*] Added the new Husbandry skill, which increases through caring for owned animals. [*] Chicken Coops now hold up to 4 chickens, 8 food stacks and 4 egg output stacks. [*] Chickens now remain as items inside the Chicken Coop while their wandering version appears in the world. [*] Only wild chickens can be captured. [*] Chicken Coops now support Everyone, Guest & Owner and Private permissions. [*] Chickens eat one preferred food every 5 minutes while being cared for in a Chicken Coop. [*] Chickens will despawn if their happiness reaches 0%. [*] Chicken items can be stored in chests, dropped normally, traded and sold on the Auction House. [*] Added a new Animals category to the Auction House. [*] Animal have unique tooltips to show the animal name, happiness, category and preferred foods. [*] Chicken Coop slots display the chicken's current state instead of using a nesting charge bar. Vehicles & Compass [*] Furniture can now be placed and snapped correctly onto Wooden Carts, including carts sitting on slopes. [*] Furniture placed on a Wooden Cart no longer treats the cart itself as a blocking collision. [*] Chests and other furniture placed on carts can now be interacted with without the cart stealing the interaction. [*] Owned Wooden Carts now use the new cart compass icon. [*] Owned boats now appear on the compass using the new boat icon. [*] Nightrun now has a new castle compass icon. [*] Furniture can be placed on your owned rafts. Combat [*] Training Dummies no longer keep players stuck in combat after they stop attacking or move away. [*] Duels can no longer kill the opposing player and will stop lethal damage at 1 health. [*] Duel protection now also covers pet attacks, projectiles, periodic effects and attacks already in progress. Items & Forging [*] Item effects now correctly scale from the item's current level instead of using outdated base values. [*] Forged items now correctly update their effect strength when their power level increases. [*] Item upgrades now preserve fractional stat growth so small stat increases are no longer lost through rounding. [*] Successful upgrades correctly refresh equipped item stats, passives and effects. Interaction [*] Fishing no longer overrides objects that are directly in front of the player when water is behind them. [*] Interaction now respects the first valid intersection, so trees, furniture, buildings and other objects take priority over water behind them. [*] Fishing bobbers can no longer be interacted with through walls, trees or other blocking objects.

Gameplay Changelog - Sep 26-27

Ruin ·

Auction House [*] Bids now update the auction row with the new bid price, bidder and time remaining without resetting the current search results. Carts [*] Carts now move better over bridges, slopes and uneven terrain. [*] Foreign carts can pass through other players’ claims, but claim owners and guests can walk through them so carts cannot block doors. Pets, Mobs and Navigation [*] Pets and guardians now follow more reliably instead of getting stuck when their follow spot is blocked. [*] Pets now get proper pathing priority while following the player. [*] Mobs, pets and carts now move better across bridges, docks, stone walls and modular model seams. [*] Navigation gaps on dock pieces and castle wall pieces were improved so pets do not stop at tiny breaks between models. Quests and Rewards [*] Quests can now be completed even when your inventory is full. [*] Quest caches and Heroic+ rewards are sent to the mailbox when there is no inventory space. [*] Reward messages now clearly tell the player when the reward was sent to mail. Inventory, Storage and Mail [*] Fast item transfers between inventory, chests and carts are more reliable. [*] Items waiting for the server now fade and cannot be clicked again until the transfer finishes. [*] Dragging and clicking items between inventory and storage windows should no longer randomly send the item back. World Visuals [*] Volumetric fog now works better on terrain, characters, mobs, pets, signs, canvases, decals and painted surfaces. Can be enabled in options menu > graphics setting. [*] Billboards and distant objects now match the fog and lighting better. [*] God rays and light shafts now show more correctly with volumetric fog and world shadows enabled. [*] Fog lighting near lamps is less harsh and should no longer make signs, canvases or billboards blow out too bright.

Gameplay Changelog - Sep 25-26

Ruin ·

Auction House [*] Fixed expired bid auctions so winners get the item, sellers get the gold, and losing bidders get their money back through mail. [*] Cancelling an auction with an active bid now refunds the bidder by mail and returns the item to the seller. [*] Bidding now updates the current bid, bidder, and timer on the Auction House without needing to refresh. [*] Bidding on an auction now adds 5 minutes to the timer so other players can contest it. [*] Buying or cancelling an auction now removes only that auction from the current results instead of refreshing everything. [*] If an auction was already sold or removed, the player gets a clear popup and the stale auction is removed from the list. [*] Auction House system messages now link the item so players can click it and see the tooltip. [*] Auction posting has better failure messages, including when a player is at the auction limit. [*] Random stat gear history now only compares against the same affix and power level. [*] Auction House windows now use cleaner scrolling, better scrollbar limits, and gold/silver/copper icons instead of text letters. Mail [*] Auction House and system mail now automatically deletes after all items and gold have been taken. [*] Mail attachments now stack into existing inventory stacks when there is room. [*] Player mail keeps Reply and Delete options, while system mail cleans itself up after being claimed. Rewards [*] Quest turn-ins can now complete even if your inventory is full. [*] Quest, Battleground, and Heroic+ reward caches can be sent to your mailbox when your bags are full. [*] Reward messages now tell the player when the cache was sent to mail. Hand Carts [*] Added hand carts with a large 6x8 storage inventory. [*] Players can build one hand cart inside their own house claim for 200 wood. [*] Looking at a hand cart now shows the owner name. [*] Hand carts support owner permissions, repair, dismantle, and claim protection. [*] Empty carts are safe inside the owner’s claim, but carts outside the claim decay over time. [*] Damaged carts can be repaired, and repair only shows when the cart is not full health. [*] Cart cargo becomes lootable by anyone at low health, but pushing and management stay permission based. [*] Cart controls were improved so A and D turn the correct way while pushing. [*] Cart movement was improved for bridges, terrain, slopes, rubberbanding, and random release issues. [*] Carts can be pushed into your own claim but cannot be pushed into another player’s house claim. [*] Added the Hauling skill, which increases cart movement speed as you level it. Combat [*] Raise Dead now has a proper ability tooltip with name, instant cast, mana cost, cooldown, and description. [*] Raise Dead now costs mana based on how many guardians are being raised and has a 10 second cooldown. [*] Pet and guardian buttons now fade and become unclickable when you are a ghost, out of mana, or unable to use them. [*] Hamstring and Purge are now unlocked by default for all accounts. [*] Fleeing mobs now avoid running up or down very steep slopes. Audio And Visuals [*] Eating now uses softer eating sounds with random pitch, treble, and volume so it sounds less repetitive. [*] Eating now shows subtle green and yellow plus particles above the player. [*] Drowning now uses the new drowning sound when the player runs out of breath underwater. UI And Controls [*] Added the Guild window keybind on G and added it to keybind options. [*] Character slots now wait for unlock data before loading, so unlocked slots should not briefly show as locked.

Gameplay Changelog - Sep 24-25

Ruin ·

Classes & Unlocks [*] Added Tome of Necromancy, which unlocks the Necromancer class account-wide. [*] Locked classes now show at the end of character creation with a faded lock. [*] Skeleton Archer Grimoire is now gray vendor loot worth 20 silver and no longer unlocks Skeleton Archer. [*] Grave Command is unlocked by default, but only shows for Necromancers. [*] Hamstring and Purge are unlocked by default for the classes that use them. [*] Learning and unlearning spells is locked until level 6 again. Necromancer [*] Added Torment rune, transforming Haunt into a faster multi-target projectile attack when enough guardians are active. [*] Dark Blast now summons or refreshes 1 overflow guardian when used by a Necromancer. [*] Raise Dead now spawns guardians randomly around the caster, costs mana per guardian, and has a 10 second cooldown. [*] Guardian Command slots now default to Zombie and can no longer be left empty. [*] Necromancer Runes [*] Added rune for guardian and overflow guardian attacks to extend Shadow damage over time effects by 0.25 seconds per hit. [*] Added rune for Unholy Ground to summon an overflow zombie every 3 seconds. [*] Added rune for Unholy Ground to increase its radius by 20%. [*] Added rune for Unholy Ground to slow enemy movement, attacks, and casting by 20%. [*] Added epic rune for Unholy Ground to increase overflow zombie duration and give overflow guardians a purple lightning aura. Auction House [*] Updated UI for auction house and added price history row [*] Bought or missing auctions are removed from the current results without refreshing the whole list. [*] Buying an auction now sends a system chat message with the item link and confirms it was sent to mail. [*] If an auction no longer exists, players now get a clear popup and the stale auction is removed. [*] Items & Categories [*] Runes and tomes are now listed under Consumables. [*] Bars and ores now sort into Metals and Ores instead of Miscellaneous. [*] Auction categories now show the full category first, with subcategories used for more specific searching. World & Combat [*] Loot at different elevations is now visible from farther away, so drops no longer look missing until you stand beside the corpse. [*] Fleeing mobs now avoid running up or down very steep slopes.

Gameplay Changelog — Last 2 Days

Ruin ·

New Class — Necromancer • Added the new Necromancer playable class. • Necromancer is a Shadow based caster that commands permanent and temporary undead guardians. • Necromancer can be unlocked account wide by using the new Tome of Necromancy. • Locked classes are now displayed at the end of character creation with a faded portrait and lock icon. • The Skeleton Archer Grimoire no longer unlocks an ability. It is now a Gray quality vendor item worth 20 Silver. New and Updated Runes • Grave Command — Green Necromancer Rune: Unlocks one additional Guardian Command slot per rank. This rune is automatically unlocked for Necromancers. • Storm Theft — Blue Stormcaller Rune: Purge steals the most recently applied removable beneficial effect and grants it to the Stormcaller for its remaining duration. • Stormcaller: Purge - removes 1 benificial effect from enemy • Warrior: Hamstring - Instant melee attack that slows enemy for 40% for 8 seconds. • Added hidden bad luck protection to unidentified runes to prevent extremely long unlock dry streaks. Auction House • Added a complete Auction House, accessed by right clicking an Auction House NPC in nightrun keep near the bank NPC. Reward Caches • Quests now reward a Quest Cache containing one level scaled piece of Green, Blue or Epic equipment. • Battleground victories from levels 1–19 reward a Quest Cache. • Level 20 Battleground victories reward a Heroic Cache. • Successfully completing a level 20 Heroic+ rewards a Heroic Cache. • Failing or timing out a Heroic+ rewards the weaker Quest Cache. • Heroic Caches contain two level scaled equipment items and five bonus Embers. • Heroic Cache equipment has a 70% chance to be Blue and a 30% chance to be Epic. • Cache rewards are delivered through the mailbox if the player’s inventory is full. Loot Notifications • Bottom center loot notifications are now larger, brighter and displayed above other UI windows. • Items, abilities, runes and caches glow and spark using their rarity colour. • Ember rewards now appear in the loot notification using a separate light-yellow colour. • Hovering over a notification pauses it. • Hovering over an item, ability or rune icon displays its tooltip above the notification. • Added a reveal sound when new loot appears. Blackwood Castle Battleground • Captured bases now remain contested for 1 minute before changing ownership. • Players cannot respawn at a contested base. • The previous owner can recapture a contested base before the timer ends to immediately restore control. • Battleground messages now announce when a base becomes contested and when it is claimed. • Flag markers now use clearer neutral, Blue and Red states. • Contested flags display expanding white markers, while owned flags display their team colour. • Added a new contested sound when a flag enters the contested state. Other Improvements • Improved chest interaction checks so visible chests on shelves are no longer incorrectly blocked. • Real walls and other solid objects will still correctly prevent interaction. • Improved undead summoning animations, spawn effects, guardian sounds and Necromancer spell visuals.

Ruin Update — 20–21 September

Ruin ·

Combat & Guardians [*] Fixed pets in Passive mode not using abilities set to Auto after being ordered to attack. [*] Ranged guardians now only retreat from melee range once every 5 seconds instead of constantly backing away. [*] Ranged guardians can use their melee attack while waiting for their next ranged reposition. [*] Skeleton Archers now retreat to a nearby firing position instead of running far away from their target. Buildings, Furniture & Maintenance [*] Player houses now use maintenance resources to gradually repair damaged furniture and structures inside their claim. [*] Guild Town Halls now use maintenance resources to gradually repair damaged guild structures and furniture inside the guild claim. [*] Guild maintenance does not repair player houses or furniture protected by a player house claim. [*] Damaged objects are repaired individually when enough maintenance resources are available. [*] Protected furniture no longer instantly repairs back to full health for free. Gates [*] Looking through the gaps in a portcullis no longer causes Open/Close Gate to disappear. [*] Portcullises and gate stonework now highlight separately depending on which part you are targeting. [*] Gates automatically breach and open when reduced to 75% health or lower. [*] A breached portcullis cannot be opened, closed or interacted with. [*] Repairing a breached gate above 75% is not enough to restore the portcullis controls. [*] A breached gate must be repaired back to 100% before Open/Close Gate becomes available again. World & Collision [*] Fixed a terrain streaming issue where newly loaded terrain could appear visually before its collision was refreshed. [*] Improved interaction with chests placed on shelves by checking multiple visible points instead of only the chest centre. [*] Blocked furniture interaction now gives a clearer message when another object is obstructing access. Macros [*] Added a new Macro system supporting up to 32 macros per character. [*] Macros can contain up to 256 characters. [*] Added /cast support for abilities inside macros. [*] Added /tooltip support so action bars can display an ability's icon, tooltip and cooldown. [*] Added /castorder for cycling through an ordered list of abilities. [*] /castorder reset=10 now resets back to the first ability after 10 seconds without progressing the sequence. [*] Added /autoattack to start attacking the selected target. [*] Added /petattack to order guardians to attack the selected target. [*] Multiple /cast commands in the same macro are now attempted on the same button press, allowing off-GCD abilities to activate alongside normal abilities. [*] Macros are opened directly from the Escape menu underneath Addons. Grovekeeper [*] Withering Bramble now extends Withering Spores by 0.5 seconds instead of 1 second. [*] Bramble can only extend a Withering Spores effect once per second. [*] Multiple Brambles no longer stack their Withering Spores duration extension. [*] Withering Spores can no longer be extended beyond its normal maximum duration by Bramble.

Ruin Update — 19–20 September

Ruin ·

Battlegrounds [*] Blackwood Castle now ends at 2,000 points, with the castle base earning double points. [*] Added live and final match statistics showing kills, assists, healing and base captures. [*] Added team scores beneath the compass and coloured base markers showing ownership and distance. [*] Bases now have proper names, with announcements showing which player and team captured them. [*] Blackwood castle gates take 10 seconds to open and automatically close after 30 seconds. [*] Dying in a battleground now shows the Release window instead of immediately releasing you. [*] Added three level 10 Callboard quests for winning at Blackwood, killing opponents and capturing each base. [*] Improved match countdowns, team colours on flags and music in Blackwood Castle. Battleground Rewards [*] Participating winners now receive one Epic-or-better item, coins and Embers. [*] Item rewards go to your mailbox when your inventory is full, with a chat message letting you know. [*] Participating players on the losing team receive a smaller coin and Ember reward, but no item. [*] Coin and Ember rewards scale with participation, and chat shows the exact amounts received. Guilds & Building [*] Guild leaders can now manage access to furniture and usable guild buildings, including gates and flags. [*] Permission replaces Default as the first guild-building action for the guild leader. [*] Choose Everyone, Guests and Guild, Guild Only, a guild rank and above, or Guild Leader Only. [*] Everyone allows outsiders to use the object, while guest permissions also allow invited non-guild players. [*] Buildings now display their selected permission beside their name, matching furniture. [*] Adding or removing Town Hall guests updates building and furniture access without needing to relog. [*] Guild flags now act as Callboards and no longer create a circular claim. [*] Guild defense demolition refunds now drop on the ground where the building stood, not at the player. [*] Regular mobs no longer respawn inside a completed Town Hall’s claim. Interface [*] The quest tracker can now be moved using its top bar and resized from any edge or corner. [*] Chat, sailing and the quest tracker now use matching drag and resize controls with highlighted edges. [*] Quest tracker position and size are saved per character. [*] The PvP window now opens to Battlegrounds first, and PvP can be added to your shortcut buttons. Groups & Chat [*] Leaders can queue battleground groups of up to 15 players, or correctly sized parties for team Arena. [*] Battlegrounds now use temporary team groups and restore your original party or raid when you leave. [*] Use /party for your subgroup and /raid for the whole team; battleground chat defaults to Raid. Sailing [*] Sailing now grants up to 100% bonus sailing speed at skill 100. [*] Higher Sailing helps in poor wind, providing at least 20% sail power at skill 100 with a fully raised sail. [*] Fixed raft sails and gates appearing to change position when moving the camera. Combat & Fixes [*] Fixed active guardians incorrectly becoming unavailable for commands. [*] Nearby dungeon players now enter combat with an active encounter, and pet pulls keep their owner involved. [*] Fixed crafting controls becoming stuck after disconnecting during Craft All. [*] Gate doors now lower vertically instead of moving in the wrong direction. [*] Open and Close Gate actions now target the doorway rather than the surrounding stonework. [*] Improved movement over ramps, stairs and wall edges to address invisible blocking and pushback.

September 18–19 Changelog

Ruin ·

Battlegrounds [*] Added Blackwood Castle battleground. [*] Added 15v15 battleground support. [*] Added neutral capturable bases. [*] Added 10 second base captures. [*] Added battleground scoring. [*] Added 1000 point win condition. [*] Added battleground graveyard respawn waves. [*] Added team owned graveyards. [*] Added Red and Blue starter graveyards. [*] Added battleground preparation gates. [*] Added battleground start countdown. [*] Added live battleground statistics. [*] Added live Red and Blue score display. [*] Added early leave Deserter. [*] Added level 10 battleground requirement. [*] Added group battleground queue support. Arena and PvP [*] Added shared Arena and Battleground queue HUD button. [*] Added 50 second PvP queue invitations. [*] Added PvP queue wait time display. [*] Added Arena party queue support. [*] Arena Teams now remains visible while queued. [*] Arena Teams changes are locked while queued. Raids and Groups [*] Added raid groups. [*] Raids support up to 50 players. [*] Added 5 player raid subgroups. [*] Added compact raid frames. [*] Added raid distance fading. [*] Added party to raid conversion. [*] Broodmother's Lair now requires a party instead of a raid. Guild Bases and Furniture [*] Reduced guild base maintenance costs. [*] Separated guild maintenance from player house maintenance. [*] Guild bases no longer consume resources from house chests. [*] Added furniture permission selection. [*] Added guild rank furniture permissions. [*] Fixed furniture permission interaction distance. [*] Fixed chest interaction through walls. Rafts and Sailing [*] Sailing skill can increase raft speed by up to 50 percent. [*] Added separate sail and rudder controllers. [*] Multiple players can control different raft stations. [*] Fixed controls carrying over between rafts. [*] Fixed passengers appearing to run while the raft moves. [*] Added sailing keybindings. Mail and HUD [*] Added unread mail HUD notification. [*] Opened mail now appears faded. [*] Added mailbox capacity display. [*] Improved bottom-right HUD button layout. Chat [*] Added detachable chat tabs. [*] Added movable detached chat windows. [*] Added resizable detached chat windows. [*] Chat tabs can be docked back into the main chat window. Combat and World [*] Improved Charge pathfinding. [*] Improved character armor loading recovery. [*] Improved grey character skin recovery. [*] Fixed terrain material consumption. [*] Fixed furniture item consumption. [*] Fixed player built gate stair movement. [*] Improved furniture interaction obstruction checks.

September 16–17 Changelog

Ruin ·

Combat [*] Guards no longer attack players during duels. [*] Charge targeting and line of sight handling were improved. [*] Pets and mobs can move through bushes correctly. Runes [*] Added the new Warrior, Grovekeeper, Paladin, and Stormcaller runes. [*] Enduring Guardian and Enduring Archer now allow one permanent pet each. [*] Skeleton Archer is a new locked ability which will need to be discovered in the world. Pets [*] Skeleton Archer and Wailing Guardian now use separate threat tables. [*] Skeleton Archer now has its summon ability, grimoire unlock item, energy resource, and Shadow Arrow. [*] Players can have up to four active pets, with a maximum of three of the same type. Sailing [*] Rafts now spawn along coastlines and can be pushed into the water. [*] Rafts now support riding, sailing, steering, rudders, wind direction, buoyancy, movement, wake, and water splashes. [*] Sailing skill now improves boat speed and minimum sail power. Fishing and Professions [*] Fishing is a new profession. [*] Worms can be obtained by digging dirt. [*] Worm bait can be crafted from worms. [*] Fishing now consumes bait and supports casting, floating hooks, fish bites, catch timing, and fishing sounds. Claims and Furniture [*] Furniture permissions can now be set for houses and guild claims. [*] Guild claim maintenance costs were reduced by half. [*] Furniture access can be restricted by owner, guests, guild membership, or guild rank.

September 14–15 Changelog

Ruin ·

Dungeons & Parties [*] Broodmother’s Lair now supports Heroic +7, +8 and +9 with 10% more enemy health and damage per level. [*] Heroic +7 to +9 now includes Deadly Wound alongside Corrosive Aftermath. [*] Deadly Wound gains a stack every 3 seconds below 90% health, deals 2% maximum health per stack and clears at full health. [*] Only the current party leader can reset instances. [*] Instances cannot be reset while any party member remains inside. Abilities & Runes [*] Added 9 locked runes: 1 Ranger, 2 Stormcaller, 1 Warrior, 2 Paladin and 3 generic resource runes. [*] Withering Spores can no longer extend beyond its maximum duration, including rune bonuses. Wailing Guardians [*] Added Wailing Guardians as a generic ability with 3 charges, a 20vsecond recharge and up to 3 guardians active for 60 seconds. [*] Guardians now float beside their owner in a stable multi pet formation and correctly follow, stay or engage enemies. [*] Added Attack, Follow, Stay, Defensive, Aggressive and Passive pet commands. [*] Added Bile as a melee pet ability costing 40 Energy with a 3 second cooldown and separate 3 stack poison for each guardian. [*] Bile can be manually triggered from every ready guardian or toggled to autocast. [*] Friendly targeted heals and buffs now work on pets while limited group healing continues to prioritise players. [*] Added pet portraits showing each guardian’s health, Energy and remaining summon duration. [*] Added separate floating combat text options for damage dealt by pets and damage received by pets. [*] Pet damage and threat are now tracked per guardian while matching abilities are grouped together in the damage meter. World [*] Furnaces now remain switched off after a server restart instead of instantly processing their contents. [*] Fixed /gquit so it correctly leaves the player’s guild. Interface & Controls [*] Added direct hotkeys for Crafting, Skills, Quests, Spellbook, Runes, Vanity and Guild windows. [*] Window hotkeys now always open their assigned window instead of returning to the last viewed page. [*] The bottom right launcher can now hold up to 5 player selected windows through its right click menu. [*] Added keybind options for every pet command and up to 3 pet abilities with bindings displayed on the pet bar. [*] Chat, damage meter and swing timer resizing now share smoother edge and corner dragging.

Ruin Changelog — 12–14 September

Ruin ·

Runes • Added 61 starter Runes: 37 generic, 7 Grovekeeper, 5 Ranger, 4 Warrior, 4 Stormcaller and 4 Paladin. • Added unique draggable constellation layouts for every class with 12 green, 3 blue, 1 epic and 1 legendary slot. • Constellations now grow outward from the legendary Rune through green, blue and epic paths. • Green Runes unlock while levelling, blue Runes require level 14 and epic Runes require level 20. • New accounts begin with five basic green Runes while other class and generic Runes remain locked. • Added account wide Rune unlocking through the Anvil for 10 Embers per attempt. • Added stackable unidentified green, blue and epic Rune items. • Added Rune search and filters for class, generic, rarity, locked and learned Runes. • Added rarity coloured rings, smooth glows, moving light particles and twinkling constellation stars. • Locked Rune slots now show their required level and have heavily faded connecting paths. • Used Runes now correctly display their equipped amount and disappear when fully socketed. • Runes can now be removed with right-click confirmation. • Rune unlocks now appear as larger rarity-coloured notifications and clickable chat links. • Runes can now be shift-clicked into chat from the collection or constellation. • Pressing Escape now cancels the currently selected Rune. Paladin • Rebuilt the Paladin legendary around weapon speed Holy auto attack damage and stacking damage after critical hits. • Removed Seal of Judgement, Seal of Life and Seal of Mana. • Dual-wielding now reduces the legendary Holy damage because both weapons can trigger it. • Holy Strike now uses one consistent version while keeping its Paladin bonus damage. • Holy Judgement now replaces Holy Strike with a ranged Holy attack and updates the action-bar icon and tooltip. • Holy Judgement now uses a golden copy of the equipped weapon for its instant striking visual. • Seal of Verdict now forces its correct one-handed or two-handed special animation with a grunt and large Holy slash. • Blessed Resonance now allows direct spell damage to trigger Blessed’s additional Holy damage. • Holy Wrath is now always a damaging area attack and no longer requires a Seal. • Restored Holy Wrath’s enemy bolts, ground fire and Holy Ground effects. Classes & Combat • Withering Shot now uses the existing Withering Spores effect and requires Withering Spores to be learned. • Withering Shot now has a brighter green arrow, trail and impact effect. • Bramble-applied and directly cast Withering Spores now share and refresh the same debuff. • Withering Bramble now extends active Withering Spores by one second whenever Bramble damages the target. • Lingering Spores now adds two seconds and two damage ticks per rank. • Smash now shows its correct name and Rune-updated effects on ability and debuff tooltips. • Auto-attack critical hits now appear as larger white numbers instead of yellow ability damage. • Attacking without a selected target now visibly selects the enemy in front before attacking. • Bows now deal damage between one-handed and two-handed melee weapons. • Triple Shot no longer reduces movement speed while channeling. • Backpedalling now correctly moves at 60% speed. • Wild Roots now completely prevents movement instead of pulling the player back afterwards. • Restored the missing Wild Roots vine effect. • Stunned characters now play the new stunned animation. Animations & Equipment • Gun aiming is smoother and no longer jitters between aiming and idle poses. • Ranged weapons now stay raised while targets are in range and return to the back when unusable. • Looking away from a ranged target no longer rapidly equips and unequips the weapon. • Ranged attacks now keep two-handed weapons visible on the back and correctly stow melee equipment. • Casting and channeling no longer repeat running animations while standing still. • Movement animations now better match the actual speed and direction of players and creatures. • Restored full-body flipped attacks to keep the head and weapon alignment stable. • Off-hand daggers now use the correct socket during flipped attacks. • Daggers now only use stabbing attack animations. Water & Swimming • Swimming now begins smoothly as the player reaches swimming depth. • Jumping into water now correctly enters the surface swimming idle instead of normal idle. • Polished surface and underwater swimming animations, including underwater strafing and a slower forward-swim idle. • The camera now transitions smoothly across the waterline and stays with the player’s side of the surface. • Added underwater tinting, fog and darker submerged character rendering. • Weapons now receive the same underwater rendering as the character. • Added an air bar, escalating drowning damage and a drowning sound when breath reaches zero. • Underwater ambience now replaces region ambience and fades background music until resurfacing. • Added underwater bubbles and drifting particles around and ahead of swimmers. • Added varied swimming swish sounds with different timing for movement and underwater filtering. • Splash sounds and particles now play every time the player jumps into or out of water. • Surface swimmers now create a constant wake even while idle. • Added white-water splashes, wider cloudy wakes and fast-fading splash rings.

Ruin — September 11–12 Changelog

Ruin ·

PvE Call Boards now include Arena and Duel quests. PvP Call Boards now include repeatable quests and additional World PvP objectives. Accepted quests can now be completed at any Call Board. Public Call Boards can now be used correctly. Smash can now be used without requiring a nearby target. Charge no longer triggers the global cooldown. Ranged weapons now deal damage closer to two handed weapons. Item tooltips now show increased item proc chance. Duel requests are now only available from the selected player menu. The Duel Flag now visibly descends and lands between both players. Training dummies can now be picked up while out of combat. Furniture can now be placed closer to Town Halls. The old furniture pickup timer has been removed. Guild ranks can now control who may pick up furniture. Guild territories now display as Friendly, Contested, or Hostile with matching colors. Gathering and Riding are now Skills and no longer consume Expertise. Skills can increase by five points per character level, reaching 100 at level 20. Crafting Professions now share up to 200 Expertise. Landscaping is now the Skill used for digging, flattening, and placing terrain. Mining now covers rocks, iron ore, and gold ore. The Expertise window has been redesigned with clearer descriptions and progression controls. Profession names now change color when gaining, locked, or losing Expertise. Gathering actions now improve from two seconds at zero Skill to one second at 100 Skill. Holding the action button now smoothly continues gathering and moves to newly targeted resources. Skinning now uses its own animation, knife, blood effect, and softer skinning sound. Skinning now starts with a 50% Skill-up chance and gradually falls to 20%. Skinning no longer switches between nearby creatures during an attempt. Harvesting now uses new sickle sounds with varied pitch and volume. Digging and placing terrain now create larger dust effects. Matching dropped materials now merge together instead of covering the ground in separate piles. Swimming now uses separate surface and underwater animations. Entering and leaving the water now transitions more smoothly. Jumping in water now creates splash effects and sounds every time. Surface swimming now continuously creates a visible wake. Underwater gameplay now includes underwater visuals, bubbles, particles, and muffled sounds. Coastal waves now have additional rolling wake detail. Potion drinking now plays its animation and varied drinking sounds. Withering Spores now plays a fading swarm sound around its target. Characters now play the proper stunned animation when stunned. Gun aiming and movement animations have been smoothed out. Guns now remain aimed while a valid target is in range and return to the character’s back otherwise. Ranged attacks now correctly stow melee weapons without hiding two handed weapons from the character’s back. Daggers now consistently use stabbing animations with corrected off hand positioning. Casting and channeling no longer cause characters to repeat running animations while standing still. Wild Roots once again displays its animated vine wrapping around the target. Opening the Crafting and Character windows is now much smoother. Further server responsiveness and performance improvements have been made.

Ruin Development Update – September 10–11

Ruin ·

Player duels have been added with a duel flag, countdown, victory announcement and PvP quest. Call Boards now offer rotating PvE, PvP, dungeon, gathering and crafting quests. Call Board quests now scale their goals and rewards more fairly with player level and profession skill. Quest collection objectives now accept the correct item regardless of where it was obtained. Call Boards now show a grey exclamation mark when no new quests are available. Mining, Skinning, Farming and Lumberjack have been added as separate professions. Gathering now rewards resources and skill progress on every successful hit instead of rewarding the final hit. Gathering speed, yield, required hits and miss chance now improve with profession skill. Gathering can now continue smoothly by holding the action button. Trees, rocks and harvestable objects now show their skill up chance beside their names. New hatchet, pickaxe, shovel and sickle models, animations and sounds have been added to gathering. The Skills window now shows only your current profession bonuses. Wild Roots has received a new animated vine effect, green glow and sound. Smash now displays equipped melee weapons and plays at the correct animation speed. Offensive abilities now begin auto attacking even when the ability lacks resources or is on cooldown. Enemy chase distances have been greatly reduced. Enemy movement now corrects large position differences without sliding sideways or through the air. Weapon-wielding enemies now use the correct weapon animations, sounds and attack effects. Muskets now remain on the character’s back until aiming or firing. Castle walls and other buildings now receive the correct world lighting. Several incorrect “Blocked by world object” placement errors have been fixed. Players with permission can now build their first house inside their guild’s claim. Anvils can now be placed close to a Town Hall. Guild PvP quest flags can now be placed inside guild claims. Guild leaders can now safely remove guild defences and recover part of their materials. Delete is no longer the default action when interacting with guild buildings. Open gatehouse doors no longer remain visible from certain viewing angles. Painting mode now properly hides the cast bar, quest tracker and other gameplay windows.

Ruin Update — September 9-10

Ruin ·

Added Call Boards with hourly hunting, gathering, crafting, dungeon and PvP quests. Added a quest journal supporting 30 quests and a movable five quest tracker. Added quest markers, reward notifications and quest sounds. Added interactive mailboxes and a dedicated mail window. Added muskets with new firing animations, sounds and effects. Added Aimed Shot for level 12 Rangers. Added /sit and automatic sitting while eating or drinking. Added party ready checks. Added creature voices and occasional wolf howls. Expanded guild claims to 30×30 tiles and improved house building permissions. Guild leaders can dismantle defences for half their materials back. Fixed mob weapon animations and switching between ranged and melee attacks. Fixed false building-placement blockers on empty tiles. Cleaned up paint-mode HUD visibility and stuck cast bars. Fixed dungeon boss resets after party wipes. Improved server performance.

Ruin Update - September 8–9

Ruin ·

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.

Ruin Update — September 7–8

Ruin ·

New Abilities Added Flash of Steel, a new level 12 generic melee ability. Flash of Steel spins through nearby enemies, dealing 80% main-hand damage and 40% off-hand damage. It costs 25 Rage, 30 Mana, or 40 Energy depending on your class and has a 10-second cooldown. Added Verdant Heal, a new level 12 Grovekeeper healing spell. Verdant Heal restores 150–200 health, scales fully with Healing Power, costs 50 Mana, and has a 2.5-second cast. Addons and Combat Meters Added the first version of player addons. Added an Addons menu to the Escape menu. Added Details, which tracks damage, healing, and threat for you and your party. Added options to reset meter data manually, automatically in a new party, or when entering a new instance. Added separate Main Hand, Off Hand, and Ranged Swing Timers. Swing timers correctly restart when attacks are reset and continue tracking repeated attacks. Addon windows can be moved, resized, shown, hidden, and reset. Use /details show, /details settings, /timer show, /timer settings, or open them through the Addons menu. Training Dummies Player-placed training dummies can now be targeted, attacked, and healed. Training dummies remain at 50% health so they can be used continuously. They match the level of each player using them. Damage, healing, critical hits, periodic effects, and threat against dummies appear in Details. Dummies inside houses can be used by the owner and invited house guests. Public training dummies placed in towns can be used by everyone. Training dummies now play the correct weapon impact sounds without using creature voices. Combat Improvements Melee damage now lands when the weapon visually reaches the target. Different weapon types now use suitable stabbing, slashing, punching, and two-handed animations. Melee abilities can use different animations for normal and critical hits. Attack variations are shuffled so the same animation is not repeatedly selected when alternatives are available. Off-hand attacks now use the correct weapon animation and no longer swing behind the character. Full body attacks continue correctly while running, turning, jumping, or strafing. Critical melee hits now have stronger damage-number animation and additional impact sounds. Direct hits briefly flash enemy creatures red. Auto-attack animations now stop immediately when the target dies or disappears. Using Strike or Holy Strike no longer causes an unwanted auto-attack animation first. Holy Strike now uses its correct effects both with and without an active Seal. Charge keeps melee weapons drawn while rushing toward the target. Iron Storm’s spinning animation now remains stable throughout the channel. Combat effects now follow moving targets correctly until their particles finish. Combat idle animations now keep melee weapons visible. Fixed death animations repeatedly playing after a creature was already dead. Item Effects Frostbite Needler now has a 30% chance when dealing direct bow damage to fire a frost arrow. The frost arrow deals Frost damage and slows the target by 30% for 3 seconds. Frostbite Needler now has its frost trail, impact shards, and freezing presentation. Target Effects Your own buffs, healing effects, debuffs, and damage over time effects now appear first on the target frame. Your effects use larger icons, a gold border, and clearer remaining-time text.

Ruin Development Changelog - September 6-7

Ruin ·

Embers and Item Forging Added Embers, a new character bound currency earned through normal gameplay. Embers can come from Elite enemies, Arena wins, World PvP, dungeon bosses and Heroic+ completions. Higher Heroic+ levels and full parties provide better Ember rewards. First-time Heroic+ unlocks award an additional Ember bonus. Players can use owned or public anvils to improve Rare, Epic and Legendary equipment. Added Forge Once and Forge All options. Forged items keep their existing attributes while increasing their Power Level and displaying a + upgrade level. Item effects such as Ring of Power now become stronger through forging. The forging window now shows the complete item you will receive after a successful upgrade, including its new stats and effects. Added clear success and failure feedback for every forging attempt. Selected items can now be removed from the forge using the X button. Guilds and Town Halls Guild ranks can now control who may build houses, terraform, plant, place castle buildings, place or collect furniture, operate gates, invite members and manage the Town Hall. Town Hall management now shows claim size, maintenance costs, required materials and remaining protection time. Guilds can expand their Town Hall claim at the cost of increased maintenance. Non-guild guests can be added to a Town Hall and assigned the permissions of a chosen guild rank. Guild members with permission may build their own house inside the guild claim. Disbanding a guild now removes its Town Hall and furniture attached to it, preventing abandoned or floating objects. Public Stations and Gates Public anvils and workbenches placed in towns can now be used by every player. Public workbenches are now correctly recognised by the crafting window. All three Nightrun gates and both Highlands gates can now be opened by players. Opening a public gate no longer dismounts you. Fixed duplicate gate geometry sometimes appearing after a gate had opened. Water and Shorelines Beach waves now have more varied shapes, widths and timing instead of appearing as repeating lines. Shore foam has improved movement and fades in naturally from farther offshore. Fixed shoreline effects sometimes failing to appear when new water areas loaded. Players and mounts now leave visible ripples and wakes while moving through water. Shallow water footsteps create smaller splashes, while jumping or entering deeper water creates a larger splash. Moving ships now leave a larger wake that can be seen from farther away. Weather and World Atmosphere Added drifting fog that may appear during mornings across the world. The Dark Forest can experience fog during both day and night, with a greater chance during the morning. Wind now travels across the landscape in visible gusts. Trees, bushes, grass, capes and water react as gusts pass through them. Clouds now cast moving shade across terrain, buildings, scenery, players, equipment and paintings. Rain impacts and surface splashes have been made easier to notice during heavier rain. Movement and Collision Improved movement while walking and jumping on moving ships. Reduced snapping, camera jolts and cases where players could be pushed off a ship. Improved how players remain attached to a moving ship during jumps and small position corrections. Furniture collision should no longer push players beneath the terrain. Furniture placement now better prevents objects being placed through the player. Improved the smoothness of coastline loading while travelling. World Feedback and UI Running on sand now produces sand particles. Running on dirt creates dust, while grass creates visible blades and earth particles. Mounted footsteps create stronger ground effects than footsteps on foot. Hovering over your portrait, a party portrait or your selected target portrait now shows that character’s information panel.