The frame-rate crash after a few fights is dead, your backpack stopped counting resources, phones got a proper battle dock, and monster modifiers finally hit the numbers they were designed for — plus a long tail of expedition, loot and onboarding fixes.

✨ FEATURES

Your backpack just got a lot roomier — and new heroes stop getting lost before the first town.

• Resources and quest items no longer eat backpack slots. Only gear and usable items count toward capacity now — everywhere: loot pickup, gathering, crafting, shops, bank, lootboxes and AutoFarm's bag-full checks. Resources show beyond the slot grid instead of being hidden.

• Prologue autopilot. On the meadow the arrow follows the nearest living farmhand instead of pointing at the cart, farmhands are one-tap targets, your hero auto-walks to the next one after every kill, and after the first chest you walk to Yaromir on your own — no more 30-tile manual trek right after the hero screen.

• Smoother start for new players: coach steps set up your ability hand right after you spend stat points, a one-time potion hint fires at low HP/mana, a side-quests reminder shows before you leave the start map, and the AutoFarm offer moved to the town exit as a stay-or-go choice. Coach bubbles got a close button, and the Skip prologue control now lives only on the world screen — it used to sit on top of the Abilities tab, so following the coach could skip the prologue by accident.

• Trainer asks before you commit. Unlocking or switching a specialization now shows a confirmation that explains what happens (core abilities land on the hotbar; other specs can be unlocked later and switched any time). No more one-tap accidents.

• Desktop hero screen: the six primary stats are one line each so all of them fit on screen, and the 1v1 role selector stays visible but disabled with a hint explaining why.

⚔️ COMBAT

Phones got a battle UI that fits the screen; monsters got the stats they were supposed to have.

• New compact battle dock on phones held upright: a 2×5 grid of ability tiles with the attack button and auto-battle toggle underneath, instead of the card fan. Tap a tile to open the full card, hold to peek at details, and a corner toggle brings the fan back (it remembers your choice). Tiles are colour-coded by role — red attacks (including area damage like Consecration), yellow control, green heals, blue break-free.

• Quick Cast toggle next to Auto: tap a ready ability to fire it at your current target instantly instead of opening the big card. While the opponent answers, the queued card gets a red QUEUED frame and the hotbar says WAITING instead of the misleading NO TARGET.

• Monster modifiers were secretly double-dipping — Sniper, Evasive and Tank mobs had their bonuses applied twice (see table). Each modifier now applies exactly once. Also: Tank and Vampire can no longer roll together on one mob, Poisoner (which had no actual effect) left the pool, and the mob info panel shows real modifier names with accurate effect numbers instead of raw ids.

• Faster, smaller exchange cinematic on phones: pair-exchange cards shrank from ~41% to ~28% of screen width, the whole animation runs 30% faster, and the resting stack sits just above the dock — the zone picker and battle log stay visible all fight. The enlarged ability card now sits above the flying cards, opens over the portraits so the log stays readable, and keeps its role colour as a ring and glow.

• Battle feel: the in-battle log reads chronologically like the battle history, follows new beats chat-style and stops auto-scrolling when you scroll up; the auto-battle button says which mode it runs (weapon only, or with abilities); and 15 repetitive impact sounds got pitch-shifted variants — the engine never plays the same one twice in a row.

• Hotbar: abilities granted by your Core+Flex grimoire auto-place into free slots 7–8, a banner warns when an ability is unslotted, and reserved slot 4 unlocks at level 5.

Modifier | Was (applied twice) | Now

Sniper crit | ×1.69 | ×1.3

Evasive dodge | ×2.25 | ×1.5

Tank armor | ×4 | ×2

🎁 LOOT

• Every chest filters armour and weapons by your class — no more opening a lootbox and pulling off-class junk. If the class pool is empty at that loot level, the chest falls back to the full pool, so a key never opens an empty box.

• Item comparison now shows the difference in armour absorption and luck. Two items with the same gear score no longer look identical while secretly differing.

• Chest cards add up key counts per rarity correctly, and quest chest rewards drop at the NPC where you turn the quest in — no more being sent back across worlds to the quest giver.

💰 ECONOMY AND CRAFTING

• Workshop quick refine: rows are ordered scraps then timber within each wood, and a locked row now tells you exactly why — the skill and level you need, your character level gate, or the missing materials — instead of a silent grey button.

• Salvage jobs are collected at the crafter where you started them, same as craft orders; a salvage begun at the blacksmith can no longer be claimed at the carpenter next door.

🗺️ WORLD

Expeditions stop dumping the whole floor on you, and the start zone stops spawning legendaries on newcomers.

• Expeditions (Frontiers): the Packs offer stacked on top of base pack support, pulling up to 4 helpers from 16 tiles away so every fight dragged in the whole zone — it now composes with the difficulty base as intended. Killing an ambient hunter buys you a breather: the floor stops sending replacement chasers for a while instead of running an 8-elites-in-10-minutes conveyor. And Living Forest directed actions (ritual waves, scout ambushes, recovery pursuits) are capped at 3/4/5 aggressors by depth.

• Spawns: the start zone and Old Road never spawn mobs above RARE anymore — a legendary lifesteal imp will not be farming newcomers again. Level-bracket public zones now get the same periodic mob top-up as every other shard, and the prologue meadow has its own farmhand spawn rule so the three targets are always there.

• Getting around: the portal interaction ring is 3 tiles everywhere (client and server agree, so no more "Too far (2m)" while standing next to it), the travel card appears only when the portal is actually usable, and "Move closer" really walks you in. Tapping a far-away NPC a second time walks you over, same as the Talk button. In Brigand Harbor the crate pile by the pier is solid now, so the wayfinder no longer walks you onto the crates.

• Desktop quest HUD: the quest arrow and distance ride a ring around your character instead of hugging the screen edge, the top chip shows the direction, and with no active target a persistent pointer leads you to the nearest main or side quest giver.

• Lite profile for struggling browsers: if your browser does fall into a slow-rendering state, the map notices and switches to a lite mode for the session — cheaper background drawing, no ambient particles, noise overlay or frosted-glass blur, and the 3D layer at half resolution. Playable frame rates instead of a slideshow.

🔧 FIXES

If you ever watched the world map crawl at 12 fps after a few fights — that one's gone.

• The big one: the frame-rate crash after a few fights is dead. Chrome was quietly switching the whole page to software rendering after ~100 battle-card canvases piled up, so the map crawled at 12–30 fps until you reloaded. Card textures are now freed the moment a fight ends, the map canvas asks for GPU acceleration explicitly, moving your cursor no longer re-renders the entire map, and a stale map connection can no longer keep pumping data after you leave battle. Memory growth over long sessions (1.6 GB webview) is fixed too — dead mobs are pruned, NPC paths queued once, 3D skeletons disposed, one heartbeat per connection.

• Visual glitches: no more white boxes in battle — a broken portrait retries once and then hides instead of painting a white rectangle when a buff lands, and the arena has a solid dark base. Desktop map drift is fixed: the background and NPCs no longer slide against each other and 3D models stay planted on their tiles (the old 110% desktop zoom is gone for good).

• Stuck states: server deploys no longer cause a 60–80 second blackout (the API used to crash-loop on restart). After a map update you no longer get stuck unable to fight, gather or leave — the client detects the stale map, shows a readable hint and refreshes itself. Casting a DoT on your own charmed minion no longer freezes the exchange for 60 seconds with "already acted". And in dungeons an expired run is held up to 3 minutes while you are mid-fight, so a kill that lands seconds after the timer no longer loses the run.

• UI: Settings opens on the first try from the escape menu; the HUD no longer shows stale stat and talent points after a quest reward; grind-objective toasts ("Mastery: Abandoned Manor 56/2000") stop piling up over the portraits on phones mid-fight — long objectives replay once when you return to the map; and the mob info panel's loot list shows translated item names and real drop percent instead of an absurd 1000%.

• Text and translations: being too far from an NPC reads as "come closer" instead of a raw 403; stat rounding and premium perk labels are fixed and localized; the gem cutting workshop and gem pawnshop are fully translated (Italian included) along with recipe group labels and five untranslated recipes; the round button in battle has a proper label; and the delete-character confirmation shows your character's name instead of a raw placeholder.

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See you in the arena. ⚔️

#CombaTON #TON #GameFi