romovs wrote:Like for example, why on earth character's speed affects how close he can get to the object...?)
This is because of the movement system. In Haven speed defines the length of the "step" that character does per one tick. So the movement system calculates the next point based on the step length and then collision system checks if this point can be reached. If player cannot reach the point the movement is not occures. So as you can see, less length of the "step" (less speed) leads to the more accurate movement because the next points calculated more often. This is also the reason why 1st and 4th speed matters for some actions (for example is was possible to run through the wall without corner at 4th speed in legacy, or you must use 1st speed for line-mining in legacy).
I don't know if it remains the same right now, or loftar fixed anything, but actually i think i'd rather make the "step" a fixed parameter and perform number of collision checks during each tick. This way we will have accurate movement with any speed, but maybe more expensive in terms of collision-detection