The biggest CombaTON update yet: a brand-new prologue, the Living Forest opens for expeditions, arena bots step into the ring, and a mountain of fixes across crafting, loot, quests and combat.
✨ NEW & IMPROVED
Skipped the prologue by accident before? "Skip prologue" moved off the bottom nav button and now asks for confirmation.
• New prologue "To the Road": your first minutes are now a scripted recruit fight at the camp gate, a class-specific starter chest, tutorial bubbles, one-tap actions and stat-gain popups — then a road ambush, a "what's next" panel with shortcuts and a potion button right in the HUD. Your hero auto-walks to the gate once you accept the fight, the three prologue monsters have real 3D models and battle portraits, and the first fight is tuned to be winnable for every class, not just melee.
• The Living Forest is open! Expeditions now have live spawns, mob waves and ritual encounters, plus a new anomalies pack: a mercenary ambush, a deep trail to follow and a cursed chest. A proper expedition HUD ships with it — depth ring, objective progress, hunt/danger chips and your route laid out as stages.
• Daily Glory is real: the daily checkpoint claim was a dead mock quietly eating 65 AP and a key every day. It now actually claims, with AP chips, a milestone grid and a crate preview — and Daily Glory, PvP checkpoints, league standing and the season pass all count your solo arena results.
• Autofarm no longer stops silently when you die: you get a "paused after defeat" state with a Resume button and a one-time notice saying whether the session ended by time limit or defeat. There's a new MP-threshold slider for mana potions, a session expiring mid-fight no longer yanks you out of combat, and world HP regen no longer ticks during an autofarm battle.
• Your character screen finally keeps score: the Battle Record shows real wins, losses, draws and PvP results instead of a permanent 0/0/0, and every skill card lists the actual combat bonus it gives you, broken down by source, with a "what this gives" line on gathering skills.
• Quality of life: live "resets in" countdowns on the Activity, Dungeon Master and Arena tabs; cancel a teleport-scroll cast mid-way and get the scroll back; HUD text scales up on 2K/4K monitors; and arena bot matches land in Telegram as a readable battle report instead of a bare notification.
⚔️ COMBAT & ARENA
Your first two arena matches are calibration — unrated for both sides. Fight freely.
• Arena bots are live. Queue solo, and if no real opponent shows up after a few matchmaking cycles, a bot with a real class, avatar and gear score steps in. Both sides get full HP/MP back after every arena match, the default format is now 1v1 (was 2v2), and free daily bot matches are capped — the cap shows in the quest panel and arena banner.
• The arena queue screen was rebuilt: a persistent queue banner with a live search timer, clear "Fight now" vs "Auto-match" bot offers, role/format/status that survive reopening the arena, and bot gear score no longer showing 0. Fits phones and desktop alike.
• New rating rules: your first 2 arena matches are a calibration window (unrated for both sides while anyone is calibrating), inactive ratings decay over time, and anti-farming checks are in place.
• Damage math was quietly wrong in several places — all fixed (see table). Buffed elites (zone-buffed, dungeon-affix mobs and the like) now bring their full stat buffs from the first exchange in every monster battle.
• Stuns and combos: Vanish, Antidote, Berserker Shout and Emergency Coolant can now be used while stunned; combo follow-ups like Strike → Smash no longer get blocked against the third mob in a group fight; a death no longer leaves stale combo state on the other fighters; and charmed or targetless mobs resolve their turn instantly instead of stalling the exchange for a 60-second timeout.
• Combat log and ability cards: dodges on ability hits are now counted, block/parry/dodge tallies on the results screen match what actually happened, the "stunned" banner wins over stale card availability, and multi-hit lines scale their numbers together. Hover or hold a card on cooldown to see its cooldown, mana cost, condition and description; locked cards are clickable again; on desktop the hand no longer sits half off-screen.
What | Before | Now
Magic resist in the damage math | rounded down — up to 0.99% lost on every hit | full value applies
Berserker's Frenzy rage-cost cut | 85% — mastery level secretly multiplied % buffs | 50%, as intended (other % buffs fixed too)
Elite / buffed mob stat effects | from the 2nd exchange, on the wrong base | from the 1st exchange, correctly
Ability dodge chance | uncapped | capped at 95%
🎁 LOOT & ITEMS
• Gear-score badges everywhere: green/amber/red badges and up/down arrows on bag items and ring-swap buttons, a live gear-score comparison inside the salvage tab, and the same badge on lootbox reveals and re-spin previews — you instantly see if a drop beats what you're wearing.
• Post-battle loot: the grid resets to "All" instead of leaving you on an emptied tab, "Skip" is now "Later" (closing the list no longer forfeits your loot), and a full backpack no longer soft-locks you — you get snooze / open backpack / leave options.
• Emptied loot containers on the ground vanish in ~2.5s instead of sitting there for 30s eating taps meant for the mob standing on them. Picking up ground loot shows a "received" toast and logs it in your loot history, and 6,817 expired containers were swept off the maps.
• Lootbox fixes: multi-item re-spin offers show the whole drop instead of only the first item, a dropped gem no longer reads as "unknown item", and the "boosted by rarity" re-spin badge shows proper text.
• Item cards now say whether a weapon is one-handed, two-handed or off-hand; 347 resources that still showed emoji or broken placeholders have real icons; daggers no longer wear another weapon's picture; the merchant Khmyr shows the actual item you're buying or selling; and your bag refreshes reliably after crafting, salvaging, trading and looting — no relog needed.
🛠️ CRAFTING & SALVAGE
What the salvage preview says is what you get — the math was verified in a live playtest.
• Recipe browsing overhauled: a toggle to see recipes you haven't learned yet (with a "not learned" badge), the true required skill level (recipe vs. assembly, whichever is higher), a clear "missing materials" icon instead of a bare lock, and recipe cards you can open even when your crafting queue is full.
• Recipe cards stopped lying: "craftable" no longer glows green when you don't meet the skill requirement. Each card now shows material-role chips (Style / Pattern / Catalyst / Essence / Trophy / Binding), how much skill XP the craft grants, and a gear-score/item-level line. Tap any material to open its description.
• Salvage was audited end to end: outcome text shows honest percentages plus a preview of the maximum roll for the item's wear, you always get a guaranteed minimum output, quantities are counted correctly, a failed salvage no longer charges you, and over-generous starter-gear yields were trimmed. Salvaging a socketed item now pops a warning with the stone-loss odds, and "Style/Pattern learned" — previously purely decorative — now actually accumulates +25% per salvage.
• All crafting skills now start at level 1 instead of 0, applied to every existing character as well as new ones. Plus: a skill-progress bar, recipe names that wrap instead of getting cut off, real icons instead of emoji, jewelry display names and short rarity labels, and newly learned recipes (like socketed jewelry) appearing in the list immediately.
• Crafting fixes: paused crafts show the real recipe name and which NPC to collect from; pickup toasts name the item you claimed; the result splash no longer teases rarities the recipe can't produce; the crafting/cast progress bar no longer freezes until you change zones; salvage tabs at carpenter NPCs are no longer empty; missing two-handed and ring categories at several crafting NPCs are back; bank storage sorts by all 14 equipment slots; and leftover "GOLD" reward labels now say CBT.
🌍 WORLD & EXPEDITIONS
• Living Forest waves scale with depth (see table). Waves arrive as a pack instead of a trickle, mobs scale to your level on spawn, and the ritual bar tracks real time with a countdown to the next wave.
• No more mob pile-ups on expeditions: at most 6 live hunters per player, orphaned spawns get cleaned up, crowds render lighter, and wave/ambush/chase indicators are named so dense fights stay readable and smooth.
• Cargo runs work properly: tapping "find and return cargo" gives a hint and a labeled pointer, the cargo can no longer spawn inside a wall (which made the floor unwinnable), and the direction arrow points from you instead of from the zone center.
• Movement feels better: click-to-move picks the nearest reachable spot instead of snapping you into unreachable pockets, the invisible wall blocking the open door to Volnograd's Arena Master is gone (~67 → ~59 tiles), a walkable gap through the Old Road smithy was sealed, NPC aggro checks use your live position, and Archivist Wayne is no longer ant-sized.
• Undercity was rewired to its intended route (7 rooms, 11 doors rehung, entry point and an NPC moved). Teleport scrolls now route through the whole portal network to the nearest city instead of dumping you at the first portal, and an autofarm started between zones picks the nearest real zone.
• Dungeons: you now pick your tier explicitly — ring highlight, "chosen" badge and a colored Enter button — and rooms no longer soft-lock when mobs die mid-transition. World map: zoom out further, "fit to screen" actually fits, and a background blur that tanked frame rate on desktop Telegram is gone.
Floor | What comes at you
1 | Crawlers
2 | Crawlers + Spiders
3 | Spiders + Dryads + an Elite
🔧 FIXES
New characters had been created without their starter potions since 22 June — fixed, and all 329 affected heroes received theirs.
• Quests: turn-ins no longer leave your character sheet with stale stats; the Arena Master's quest offers and dialogue tabs were hidden behind his own background art — fixed, and quest-linked NPCs show both dialogue and their action button (e.g. "Enter arena"); quest objects in the 3D world (carts, chests) appear and vanish live the moment you accept or complete a quest; reward chests lost their black-square placeholder, disappear once opened, show the actual rewards in the carousel and point at the right NPC; the "repair the fence" side quest no longer forces a pointless second visit; Act 1 quest givers got an "arena" training entry; and completion popups show the real item name and quantity in your language.
• Prologue: the recruit and ambush bandits stood frozen like statues; a fight started by a world encounter didn't register, silently blocking quest progress and letting recruits pile up; the gate encounter could get stuck after equipping an item; the "walking to the gate" tooltip hung forever; tutorial bubbles now hide when their target isn't on screen; and quest-reward potions merge into the same stack as your starter potions. All fixed.
• Battle display: sawtooth HP-bar jitter and a stray circle artifact in PvE fights, stale pair-cinematic frames and out-of-order end-of-battle frames are gone; PvP bot cards, target pickers and mage ability cards showed the wrong gender/class portrait; the match-found popup and participant bars now show your opponent's real class; the PvE combat log said "Unknown" instead of the monster's name; and a mob that dodged your stun no longer looks stunned.
• Expeditions: the ritual objective now counts on floors 2 and 3, kill quotas count elite kills too, stage-progress text says what's actually required, a quest update no longer gets dropped mid-fight, expedition and anomaly battles properly pay out loot, quest credit and regen after victory, the post-battle drop list shows the right resource icon and name, and loot history no longer lists a rare drop twice with quantity 0.
• Controls & accounts: typing in chat no longer walks your hero around with WASD; movement and gathering controls hide while an NPC dialogue is open; the target bar, portal card and floating loot card no longer pile on top of each other; party invites expire on their own; cross-world navigation shows a clean tile count instead of "256.254... tiles"; the backpack zoom in the character portrait works again. On multi-character accounts, NPC quest offers, PvP and dungeon-queue panels now act on the character you're actually playing, and a stale queue entry from an alt no longer blocks you with "already queued". And updates reach you right away — no more stale client after a deploy.
• Localization: a big Italian pass — abilities tab and loadout summary, 670+ quest-objective lines, item and equipment names ("Pugnale della Milizia in Rame"), dungeon HUD and settings, the Armor Build window, jewelry gem names/sizes/qualities/cuts, correct rarity grammar, the "degli Antenati" set name, a clean split between combat "abilità" and crafting "capacità", and socketed gems keep their Italian names. Warrior's Execute no longer shows Shield Wall's description in Italian, an NPC name no longer collapses to a single letter in Italian/Spanish, and "Normal" difficulty reads "Decent" in Italian and Russian. In every language: the trainer tab label, crafter skill-bar percentage, crafting-result description, expedition panel, skill recap "source" labels and "Armor Material: X" requirements show proper text instead of raw codes, and 13 jewelry-screen labels stuck in English now translate.
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See you in the arena. ⚔️