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CombaTON — Update · v0.16.0The biggest update in CombaTON's history: the entire game world now runs on a new real-time engine — plus Expeditions, in-world corpse looting, MOBA-style controls, and a mountain of fixes. ✨ NEW FEATURES First click selects, second click acts — the new interaction model works everywhere: NPCs, mobs, players, portals. • Expeditions have arrived — pick from generated mission offers at your difficulty, send your hero out, and collect the payout. Live world encounters, deadly hazards, elite enemies with a second wind, scarcer healing, and a visible reward multiplier — with rewards that settle exactly once, no dupes, no losses. • Never lose your quest again: a persistent wayfinder points from your character to the tracked objective — it locks onto visible targets, routes through portals for cross-world goals, and auto-tracks your newest accepted quest the moment you take it. • MOBA-style desktop controls on every world: click-to-move, camera control, and context actions — the full 3D model of every character, mob, and NPC is clickable. Click near a portal and your character walks over and takes it; click an NPC from any distance and your hero walks up and opens the conversation. • Targeting got a glow-up: animated twin-arc reticles with distinct looks per target type, markers that stick to moving actors, a live target detail panel — plus rebuilt name and health plates over everyone, crisp at every zoom level. • Smarter party play: click a player to invite them or request to join, party actions adapt live to your situation, invites show a roster preview and no longer get lost while the game is loading. • The in-game guide library was rebuilt from scratch — up-to-date bilingual guides for basics, progression, expeditions, economy, and multiplayer, with contextual help buttons that deep-link to the right page. The world HUD also got a full icon overhaul. ⚔️ COMBAT • Entering a fight no longer reloads the whole game — battles open instantly from the world and hand you back just as smoothly, with your stamina and movement carried over. • Daggers are true any-hand weapons now: equip one in either hand (existing off-hand daggers migrated automatically), and dual-wield damage is calculated per hand — killing a bug where basic attacks double-counted damage and flat attack bonuses. • Your target stays yours: in multi-pair fights your chosen enemy stays locked — no more silent mid-battle reassignment. And if a party member is fighting across the map, tap them and your character runs over and joins the battle automatically. • Elite and buffed mobs enter every fight at their true full health and show correct HP on the map — no more pre-wounded monsters or misleading health bars, in manual fights and AutoFarm alike. • The world cleans up after fights: mobs are released when battles get cancelled, survivors walk back to their posts, and dying or respawning can no longer strand your character. • Early-game balance pass: starting class kits and low-level monster scaling brought into line, so the first hours feel consistent whichever class you pick. 💎 LOOT • Mobs drop corpses right where they die — walk up and loot them. Corpse looting, chest looting, and skinning all happen in the world at the spot of the kill, drops stay safely stored until you claim them, and party Need/Greed/Pass rolls kick off the moment someone opens the corpse. The bug that made looting hang for 15 seconds is dead. • Open-world monsters now roll rarity tiers — and it pays: rarer monsters drop visibly better loot in both personal and regular drops. Rare spawns are level-gated so starter areas stay fair. • Loot pools rebuilt zone by zone: mobs draw from explicit layered loot tables — zone-exclusive drops where intended, global elsewhere — and retired items can no longer sneak into any reward. • Lootboxes open right in the world: tap a beacon for the full opening ceremony — or instant-open while farming — with your best key auto-selected and unique chest art for every rarity tier. • Drop odds fixed: loot draw weights were not applied as designed, skewing some drops. Your chances now match the real tables. 🌍 WORLD Travel is never level-gated anymore — portal level requirements are now just a recommendation, and any world you've visited stays on your map. • The entire game world migrated to the new real-time engine — every open world, city, and dungeon. Tap anywhere and your character walks there freely and smoothly; players, NPCs, and mobs all move in one live simulation with real collision. The old tile-grid stutter is gone for good. • Zone makeovers: the Old Road was repainted as high-detail isometric artwork rendered from a 16K master; Goblin Caves became a proper dungeon diorama with dramatic lighting and vertical rock formations; Forgotten Outskirts was reborn with full parity — and doors there physically open and close in the world. • Movement feels right: dozens of previously sealed doorways across all 14 maps now open (the Swamp Witch's hut and Forsaken Manor are finally enterable), your character glides around corners instead of getting pinned to walls, micro-stutters and rubber-banding are gone, and you can zoom the camera — with walls fading to transparent when they hide you. • A living world: merchants stay by their stalls, calm mobs stroll their patch at a relaxed pace and break into a real chase when provoked, and survivors walk home after fights. Mobs are temporarily passive — no aggro-on-sight — while the aggro system gets a proper redesign, and spawn points are combat-free sanctuaries so you can't get camped. • Fog of war is live: you only see the players, mobs, and nameplates your character can actually see — enforced by the server, so it can't be cheated around. • Your presence persists: briefly disconnected players stay in the world through a grace window and reconnect right where they stood, AFK players sit down instead of freezing, and other players finally look right — correct names, health bars, and gear updating live, with no lingering ghosts. 🛠️ FIXES Plus a wave of smaller polish from the technical bug bash — teleport reconnects, tooltip clipping, zone overlaps, dungeon layout validation, and more. • Battle endings are bulletproof: the results screen and your rewards always arrive — endless completion retry loops, silently dropped end-of-battle updates (~100 a day), on-hit effects aborting entire battles, and broken reconnects to finished fights are all fixed. • Getting around is trustworthy: no more false 'No path found' after relogging, routes resume after reconnects and keep progressing while you're offline, portals no longer yank you back or drop you into sealed rooms (yes, Gallows Road), and dungeon entries land you in the right instance without leaving a ghost copy behind. • Stability: the crash when targeting someone while moving is gone, a broken NPC dialog now shows a local message instead of killing the game, switching Telegram chats or locking your phone reconnects instantly instead of hanging 15 seconds, and a login loop that delayed entry is fixed. • Numbers you can trust: temporary buffs no longer stack copies of themselves, lifesteal healing shows in the battle log, the character sheet matches the combat engine exactly, other players' HP bars regenerate live on the map, and leveling up no longer drains your resource pools. • AutoFarm and quests: sessions resume correctly after you die and respawn, the basic-attacks-only setting is actually honored, quest tabs and (!)/(?) markers reliably appear on NPCs again, and crafted quest rewards are retry-safe — a claim hiccup can't eat them. • Performance and polish: post-battle slowdown on phones eliminated, idle battery drain stopped, desktop UI back to proper scale, mobile taps select mobs and corpses instead of walking into them, your language choice sticks (and English players no longer see Russian names), settings and party states update live, and premium players' new characters get expanded inventory from the first login. — See you in the arena. ⚔️ #CombaTON #TON #GameFi

CombaTON — Update · v0.16.0

The biggest update in CombaTON's history: the entire game world now runs on a new real-time engine — plus Expeditions, in-world corpse looting, MOBA-style controls, and a mountain of fixes.
✨ NEW FEATURES
First click selects, second click acts — the new interaction model works everywhere: NPCs, mobs, players, portals.
• Expeditions have arrived — pick from generated mission offers at your difficulty, send your hero out, and collect the payout. Live world encounters, deadly hazards, elite enemies with a second wind, scarcer healing, and a visible reward multiplier — with rewards that settle exactly once, no dupes, no losses.
• Never lose your quest again: a persistent wayfinder points from your character to the tracked objective — it locks onto visible targets, routes through portals for cross-world goals, and auto-tracks your newest accepted quest the moment you take it.
• MOBA-style desktop controls on every world: click-to-move, camera control, and context actions — the full 3D model of every character, mob, and NPC is clickable. Click near a portal and your character walks over and takes it; click an NPC from any distance and your hero walks up and opens the conversation.
• Targeting got a glow-up: animated twin-arc reticles with distinct looks per target type, markers that stick to moving actors, a live target detail panel — plus rebuilt name and health plates over everyone, crisp at every zoom level.
• Smarter party play: click a player to invite them or request to join, party actions adapt live to your situation, invites show a roster preview and no longer get lost while the game is loading.
• The in-game guide library was rebuilt from scratch — up-to-date bilingual guides for basics, progression, expeditions, economy, and multiplayer, with contextual help buttons that deep-link to the right page. The world HUD also got a full icon overhaul.
⚔️ COMBAT
• Entering a fight no longer reloads the whole game — battles open instantly from the world and hand you back just as smoothly, with your stamina and movement carried over.
• Daggers are true any-hand weapons now: equip one in either hand (existing off-hand daggers migrated automatically), and dual-wield damage is calculated per hand — killing a bug where basic attacks double-counted damage and flat attack bonuses.
• Your target stays yours: in multi-pair fights your chosen enemy stays locked — no more silent mid-battle reassignment. And if a party member is fighting across the map, tap them and your character runs over and joins the battle automatically.
• Elite and buffed mobs enter every fight at their true full health and show correct HP on the map — no more pre-wounded monsters or misleading health bars, in manual fights and AutoFarm alike.
• The world cleans up after fights: mobs are released when battles get cancelled, survivors walk back to their posts, and dying or respawning can no longer strand your character.
• Early-game balance pass: starting class kits and low-level monster scaling brought into line, so the first hours feel consistent whichever class you pick.
💎 LOOT
• Mobs drop corpses right where they die — walk up and loot them. Corpse looting, chest looting, and skinning all happen in the world at the spot of the kill, drops stay safely stored until you claim them, and party Need/Greed/Pass rolls kick off the moment someone opens the corpse. The bug that made looting hang for 15 seconds is dead.
• Open-world monsters now roll rarity tiers — and it pays: rarer monsters drop visibly better loot in both personal and regular drops. Rare spawns are level-gated so starter areas stay fair.
• Loot pools rebuilt zone by zone: mobs draw from explicit layered loot tables — zone-exclusive drops where intended, global elsewhere — and retired items can no longer sneak into any reward.
• Lootboxes open right in the world: tap a beacon for the full opening ceremony — or instant-open while farming — with your best key auto-selected and unique chest art for every rarity tier.
• Drop odds fixed: loot draw weights were not applied as designed, skewing some drops. Your chances now match the real tables.
🌍 WORLD
Travel is never level-gated anymore — portal level requirements are now just a recommendation, and any world you've visited stays on your map.
• The entire game world migrated to the new real-time engine — every open world, city, and dungeon. Tap anywhere and your character walks there freely and smoothly; players, NPCs, and mobs all move in one live simulation with real collision. The old tile-grid stutter is gone for good.
• Zone makeovers: the Old Road was repainted as high-detail isometric artwork rendered from a 16K master; Goblin Caves became a proper dungeon diorama with dramatic lighting and vertical rock formations; Forgotten Outskirts was reborn with full parity — and doors there physically open and close in the world.
• Movement feels right: dozens of previously sealed doorways across all 14 maps now open (the Swamp Witch's hut and Forsaken Manor are finally enterable), your character glides around corners instead of getting pinned to walls, micro-stutters and rubber-banding are gone, and you can zoom the camera — with walls fading to transparent when they hide you.
• A living world: merchants stay by their stalls, calm mobs stroll their patch at a relaxed pace and break into a real chase when provoked, and survivors walk home after fights. Mobs are temporarily passive — no aggro-on-sight — while the aggro system gets a proper redesign, and spawn points are combat-free sanctuaries so you can't get camped.
• Fog of war is live: you only see the players, mobs, and nameplates your character can actually see — enforced by the server, so it can't be cheated around.
• Your presence persists: briefly disconnected players stay in the world through a grace window and reconnect right where they stood, AFK players sit down instead of freezing, and other players finally look right — correct names, health bars, and gear updating live, with no lingering ghosts.
🛠️ FIXES
Plus a wave of smaller polish from the technical bug bash — teleport reconnects, tooltip clipping, zone overlaps, dungeon layout validation, and more.
• Battle endings are bulletproof: the results screen and your rewards always arrive — endless completion retry loops, silently dropped end-of-battle updates (~100 a day), on-hit effects aborting entire battles, and broken reconnects to finished fights are all fixed.
• Getting around is trustworthy: no more false 'No path found' after relogging, routes resume after reconnects and keep progressing while you're offline, portals no longer yank you back or drop you into sealed rooms (yes, Gallows Road), and dungeon entries land you in the right instance without leaving a ghost copy behind.
• Stability: the crash when targeting someone while moving is gone, a broken NPC dialog now shows a local message instead of killing the game, switching Telegram chats or locking your phone reconnects instantly instead of hanging 15 seconds, and a login loop that delayed entry is fixed.
• Numbers you can trust: temporary buffs no longer stack copies of themselves, lifesteal healing shows in the battle log, the character sheet matches the combat engine exactly, other players' HP bars regenerate live on the map, and leveling up no longer drains your resource pools.
• AutoFarm and quests: sessions resume correctly after you die and respawn, the basic-attacks-only setting is actually honored, quest tabs and (!)/(?) markers reliably appear on NPCs again, and crafted quest rewards are retry-safe — a claim hiccup can't eat them.
• Performance and polish: post-battle slowdown on phones eliminated, idle battery drain stopped, desktop UI back to proper scale, mobile taps select mobs and corpses instead of walking into them, your language choice sticks (and English players no longer see Russian names), settings and party states update live, and premium players' new characters get expanded inventory from the first login.

See you in the arena. ⚔️
#CombaTON #TON #GameFi
Artikel
CombaTON — Update · v0.13.0Gold ist weg — das ganze Spiel läuft jetzt mit einer sauberen Währung, die Arena hat sich in einen echten PvP-Grind verwandelt, und es gibt ein öffentliches Hauptbuch, das du tatsächlich prüfen kannst. Hier ist, was seit dem letzten Update neu ist. ✨ NEU & BEDEUTEND Steig die Saisonleiter hinauf und prüfe dann genau, wohin jede Münze gegangen ist. • PvP hat jetzt einen Grund zum Grinden, und die Arena ist purer PvP. Ein täglicher/wöchentlicher/saisonaler Loop — rotierende tägliche Quests, ein 8-Aufgaben-Wochenpool mit einer eskalierenden Truhenleiter (Gemeinsam → Ungewöhnlich → Selten → Selten+Bonus) und ein Season Pass mit kostenlosen und Premium-Tracks. Eine spezielle 1v1-Warteschlange steht neben Teamformaten, dein Saisonleistungs-Panel zeigt echten Rang/MMR/Siegquote/Serie/Percentile, Liga-Ränge haben endlich handgezeichnete, geflügelte Wappen von Bronze bis Challenger, und ein pulsierendes Abzeichen signalisiert den Moment, in dem eine Belohnung einlösbar ist. (Neulinge im PvE wurden in die offene Welt und Dungeons verlegt.)

CombaTON — Update · v0.13.0

Gold ist weg — das ganze Spiel läuft jetzt mit einer sauberen Währung, die Arena hat sich in einen echten PvP-Grind verwandelt, und es gibt ein öffentliches Hauptbuch, das du tatsächlich prüfen kannst. Hier ist, was seit dem letzten Update neu ist.
✨ NEU & BEDEUTEND
Steig die Saisonleiter hinauf und prüfe dann genau, wohin jede Münze gegangen ist.
• PvP hat jetzt einen Grund zum Grinden, und die Arena ist purer PvP. Ein täglicher/wöchentlicher/saisonaler Loop — rotierende tägliche Quests, ein 8-Aufgaben-Wochenpool mit einer eskalierenden Truhenleiter (Gemeinsam → Ungewöhnlich → Selten → Selten+Bonus) und ein Season Pass mit kostenlosen und Premium-Tracks. Eine spezielle 1v1-Warteschlange steht neben Teamformaten, dein Saisonleistungs-Panel zeigt echten Rang/MMR/Siegquote/Serie/Percentile, Liga-Ränge haben endlich handgezeichnete, geflügelte Wappen von Bronze bis Challenger, und ein pulsierendes Abzeichen signalisiert den Moment, in dem eine Belohnung einlösbar ist. (Neulinge im PvE wurden in die offene Welt und Dungeons verlegt.)
Artikel
CombaTON — Update · v0.12.0Ein großer Schritt: Klassen haben endlich echte Identitäten, Gilden verwandeln sich in eine lebendige politische Maschine, der Bot beginnt, dir illustrierte Karten zu schicken, und eine ganze Reihe von Exploits und Bugs wurden ausgemerzt. Hier ist alles, was sich für dich geändert hat. ✨ NEUE FEATURES Gilden sind von einem Buff-und-ein-Truhen-System zu einer Fraktion mit Politik, Kriegen und wöchentlichen Zielen geworden. • Gilden sind jetzt zu einer politischen Maschine geworden. Echte Talentpunkte werden jetzt aus Gilden-XP geprägt, Governance und Abstimmungen werden tatsächlich ausgeführt, wöchentliche Co-Op-Zielverfolgungen geben deiner Gilde etwas, nach dem sie streben kann, und asynchrone Geisterkriege (GvG) mit speziellen Kriegstalenten lassen Gilden sogar clashen, wenn die andere Seite offline ist. Außerdem gibt es einen Live-Feed für politische Ereignisse und wiederbelebte Telegram-Benachrichtigungen. (Die meisten Kampf-/Wirtschafts-Features werden schrittweise hinter Flags ausgerollt.)

CombaTON — Update · v0.12.0

Ein großer Schritt: Klassen haben endlich echte Identitäten, Gilden verwandeln sich in eine lebendige politische Maschine, der Bot beginnt, dir illustrierte Karten zu schicken, und eine ganze Reihe von Exploits und Bugs wurden ausgemerzt. Hier ist alles, was sich für dich geändert hat.
✨ NEUE FEATURES
Gilden sind von einem Buff-und-ein-Truhen-System zu einer Fraktion mit Politik, Kriegen und wöchentlichen Zielen geworden.
• Gilden sind jetzt zu einer politischen Maschine geworden. Echte Talentpunkte werden jetzt aus Gilden-XP geprägt, Governance und Abstimmungen werden tatsächlich ausgeführt, wöchentliche Co-Op-Zielverfolgungen geben deiner Gilde etwas, nach dem sie streben kann, und asynchrone Geisterkriege (GvG) mit speziellen Kriegstalenten lassen Gilden sogar clashen, wenn die andere Seite offline ist. Außerdem gibt es einen Live-Feed für politische Ereignisse und wiederbelebte Telegram-Benachrichtigungen. (Die meisten Kampf-/Wirtschafts-Features werden schrittweise hinter Flags ausgerollt.)
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