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Building CombaTON: a real idle MMORPG on TON — not another tap-to-earn. Deck combat, 70% burn economy. Building in public. https://combaton.io/
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CombaTON — The Big Rebuild · v0.22.0Since the last post almost every screen in CombaTON has been redrawn. Fights moved onto a hex battlefield, chests open in 3D, the maps follow a day and night clock, and the Drowned Isle and two city dungeons are open. Here's the tour, with the full battle breakdown coming in the next post. ✨ A NEW LOOK, TOP TO BOTTOM Sign-in, the world HUD, the bottom bar, every window: nearly everything you touch outside a fight has been redrawn, and it now fits phones held either way as well as wide PC screens. • New bottom bar: a smoked-glass capsule over the world, with your hero's portrait in the fire-rune orb in the middle. On desktop it becomes a full MMO bar: Character C, Inventory B, Loot L, Map M, then Activities J, Social O, Wallet K and Menu Esc. The bag tile shows how full it is, the loot tile lights up with new drops, and the map tile shows your coordinates and stops your route with a click. The duplicate side buttons are gone on desktop. • New world HUD: your health, class resource and XP run as glowing threads, the zone name sits on an iron plate that is easier to read on bright maps, and every button on the map is a round painted ring. Chat, the target frame and your own panel, loot window and history, party, quest tracker, dungeon panel, cast bar, world boss alerts and the FPS counter all join the same style. • The ember ring at the top is now the game clock: the time in the middle, the dial coloured by night, dawn, day and dusk, and a sun or moon riding around it. Tap it for the full in-game date. Your level moved next to XP («Lv 2 · XP 10%»); hover or tap that line to see how much XP is left to the next level. • Map zoom is one magnifier button: tap it and drag the slider. It closes by itself after a few seconds. The center button in the bottom bar brings the camera back to your hero on every map. • New look for every window: smoked glass with a smouldering ember thread on top, one style for quests, loot, backpack, settings, the pause menu and confirmations. On a phone windows slide up from the bottom, in landscape they slide in from the right, on PC they stay draggable. • More windows moved to the new look: the quest journal, the item window (with a close button on PC), loot filters, the shop, premium, guild, party and arena match found, city travel, enchanting, the workshop, the resource market, dungeon ready check and run summary, the prologue and story cards, character select and the character card. • Backpack: a compact status line (CBT, TON, slots used with a fill bar), tabs with icons and counters, sort and zoom behind one View button, and quiet dashed empty slots, so your items start much higher on the screen. • Windows on desktop have two sizes: the expand button switches between a small and a large window, each keeps the place and size you gave it, and a window reopens in the size you closed it in. • Esc on desktop now closes whatever window is on top, one at a time (item details, bag, map, chests, dialogs), and opens the pause menu only when nothing else is open. • Phones held sideways: the world screen no longer piles buttons on top of each other. Side buttons sit in the bottom corners beside the main bar, the quest pointer moved to the top right instead of covering your hero, keyboard hints are gone on touch screens, and names above characters use the game's own lettering. Inventory, Loot and Map sit in the bottom bar like on desktop, so the screen edges stay clear; on iPhones the side buttons hug the edges and step around the notch, whichever way you turn the phone. • Map on phones: pinching zooms around your fingers instead of throwing the map off screen, two fingers also pan, and lifting them no longer picks whatever was under the last finger. • New sign-in, hero select and hero creation: one torch-lit hall, hero cards with level, location, health and mana, and creation that shows the server's reason when a name is taken or slots are full. Creation no longer breaks on devices where the 3D hero can't load: the painted class art stays and you can still make your hero. • Game sounds (birds, music) now go quiet when you minimise the game or switch to another app, and come back when you return. • Guild and team actions (kick, leave, disband, role change) now ask in a proper in-game window instead of the phone's system pop-up, and class names show in your language instead of BARBARIAN or ROGUE. ⚔️ TACTICS BATTLE: TARGET FIRST, THEN STRIKE Fights now play out on a hex battlefield, and this is the biggest change in the update. Here's the short version; the full breakdown is in the next post. • Target first, then strike: tap an enemy to take it as your target, then tap an ability to cast at it. Tap your target again for a basic attack. No target picked? The ability goes to the nearest enemy in reach. • A cleaner battle screen: with the phone held sideways the whole header (portraits, HP, resource, effects, action points, timer and round) sits in the strip between the app's Close and menu buttons. The classic compact ability bar is back with cooldowns, locks and AP costs on each tile, and the turn timer is a medallion with a ring: gold on your turn, red on the enemy's. • Your hero acts out every ability, two one-handed weapons strike right then left, Charge rushes your hero at an enemy up to 4 hexes away, and crafter summons stand on the field for 7 rounds. • New results screen: it slides up from the bottom over the battlefield, with your loot, XP and stats in one place. • Balance moved too: aimed abilities hit ×1.5 harder, self buffs and self heals cost 2 AP, Barbarian rage grows with the damage again, and talents that fire on a kill or a crit work in the new battle. Full breakdown in the next post. 💎 CHESTS & ITEMS Opening a chest is a small show now: a real 3D chest cracks open, the item rises onto a card, and the loot is safe even if the server answers late or your bag is full. • Every chest opens with its own 3D chest: it cracks, flashes, and the item rises onto a card with Claim / Re-spin / Open again. The spinning reel is gone. If the server answers late you never lose the loot. • The five lootbox chests (common to legendary) were remade in high quality: sharp textures with real surface detail instead of the old blurry look, and they still load fast on phones. • Chests have their own sounds: the chest lands, its runes charge up, the lid strains against the lock, the lock bursts and the item rises, and each rarity, from common to mythic, ends on its own chime. Skipping the opening plays only the best item's chime. • Several items in one chest? They show as cards you swipe through (arrows or ← → on desktop), with a counter and one Claim all button. A small tapping finger shows that you can tap a card to see what the item does. • Opening a chest with a full bag no longer traps you on the Retry screen: close it, free some space, and the loot arrives on its own (it is kept for 7 days). • 121 weapons and armour pieces got new hand-painted icons, new descriptions, and names that match the art. 💰 REWARDS, CRAFTING & GATHERING The daily reward finally pays the CBT it shows, gathering is live in the starting lands, and crafting tells you what you actually made. • Daily login really pays the CBT it shows, and it grows through the week: from 1 CBT on day 1 to 4 CBT on day 7, +10% for every full week you keep the streak (up to +90%), and ×1.5 on every 10th day. • New daily login window: your streak in a ring of fire that really burns (the flames sway and flare, sparks fly up off the ring), the week as chests, today's three rewards on cards, and tomorrow's reward shown with the cycle and 10th-day bonuses counted in. On PC it opens wide: your streak on the left, the week and today's rewards on the right. • Gathering in the Forgotten Outskirts: chop trees, mine rocks, pick herbs and fish at the rings on the lake. Each node takes a few strikes, then grows back after a few minutes. What you gather goes straight to your bag, and your Lumberjacking, Prospecting, Foraging or Fishing skill grows with it. • Resource rings on the map are coloured by kind (wood brown, ore grey, herbs and fibre green) and show through roofs. Gathering spots that sat inside houses in Pine Skete, Brigand Harbor, Gallows Road, Crimson Thicket and Forgotten Outskirts were moved out into the open. • Crafting results: processing (tanned leather, ingots…) now shows what you made with its picture and amount, the crafter's portrait sits on top, items get a quality-coloured frame, and the Claim button really collects the order when you're at the crafter. • Crafting chains no longer pop the result window at every step: in-between steps show a short note, and the window opens once for the finished item. • Trainer resets are cheaper: from level 10 you get 3 free talent resets and 3 free stat resets, then 10 CBT each (was 100 CBT). The trainer shows how many free ones you have left. 🗺️ WORLD & DUNGEONS New places to explore, maps that follow the in-game clock from dawn to deep night, and every hero on the map now wears what they actually own. • The Drowned Isle is open: take the boat from the lighthouse pier in Brigand Harbor. Recommended level 10. • Two new solo dungeons in the fenced yard on the east side of Volnograd. City Crypt, level 10+: Crypt Keeper Osten takes you down to the tomb of Lord Severin Vellar. Cemetery Catacombs, level 12+: Gravedigger Gavr, and the Bone King waiting at the bottom. Gates open as you clear the rooms; the first clear pays a CBT bonus. • The Sealed Descent in Pine Skete now leads somewhere: the Cellar Warden waits by the hatch and takes you down into the Skete Dungeons. • Maps follow the in-game clock: dawn, day, dusk and night, with smooth twilight between them. Characters and monsters are lit to match, so nobody glows in the dark. • Every hero on the map wears their real gear: other players see your armour and weapons, and you see theirs. Two-handed weapons are held in both hands: the left hand grips the shaft, two-handed strikes play their own swing, wrists no longer twist into a cone and fists close around the handle. • Mounted heroes: the horse looks straight ahead instead of off to the left, turns its head and leans into turns. • Monster packs are marked on the map: target one monster, and its packmates that will join the fight get a faint ring, with ×N on the target bar. • New world map window (M): every map in the same 3/4 view as the game, with your hero, markers and route right on it. Breadcrumbs from Known worlds to the map you're on, an all-worlds layer with every realm you've found, names sitting next to their own markers without overlapping, a points-of-interest list with quest marks, and the route card with distance, portals and travel time. Centre-on-me button on every device. • Expeditions: routes are now a hand of painted cards. Swipe through them, flip a card to read its conditions, and the chosen one shows its facts, rewards and task. Running, evacuating and going deeper live on the same card. • In dungeons, the panel shows how many enemies are left in the room you're clearing. • Wide doors in Crimson Thicket, Gallows Road, Pine Skete, Brigand Harbor and the Drowned Isle are now double doors: a fixed frame and two leaves that swing outwards. The Thicket hut door no longer hangs in the air above the doorway. • Roofs turn see-through around you and nearby creatures instead of hiding you as a gold outline, and chimney smoke no longer rises inside a house. • Tapping a resource, chest or door you can't stand right next to: your hero walks to the closest spot and gathers or opens from there. If it's truly out of reach, you're told so instead of nothing happening. • Heroes leave footprints on soft ground again, just like monsters. 🛠️ FIXES & TRANSLATIONS The small things that kept getting in the way, a few class bonuses that finally apply, and three big translation passes. • Class bonuses that never applied now do: the Barbarian's +20% and the Cleric's +50% out-of-combat regeneration were reset to the base 100% by every stat recalculation. Existing heroes were corrected. • Crafter luck is counted once: the class's +15 luck, as listed on the class card, was being added twice. • Fewer disconnects from the world while running with the stick, and the wallet history and skill screens no longer throw silent server errors. • Fixed the map going dead after talking to a merchant: taps did nothing and the camera came loose until you reopened the game. If it ever happens, the next tap brings it back. • Volnograd no longer opens to a black screen, and the crypt keeper and the gravedigger now stand in the city to send you into the crypt and the catacombs. • After dying in the Forgotten Outskirts you no longer come back standing in the water, and on Gallows Road you no longer respawn hidden under a roof. • Monsters no longer shuffle back and forth by one tile on patrol, and names above running heroes and monsters stay on them instead of jumping ahead. • Roofs in Pine Skete, Brigand Harbor, Gallows Road, Drowned Isle and Crimson Thicket no longer come back when you walk between rooms inside a building. • Phones in fullscreen mode: your health and resource numbers no longer slip under the Close button, both bars are the same width, and the map buttons on the right sit just below them. • Windows can no longer be dragged or resized off the screen, and the route distance on the map no longer shows long decimals like 31.0103 tiles. • Translations, pass one: about 1,300 lines in 29 languages that had been glued to the text of a neighbouring line (a word from another button tacked on the end) are translated again from English. • Pass two: the expedition panel is now translated into all 28 languages that showed it in English, and broken lines (cut-off phrases, mixed-up gem and stat names, machine-translation slips) were fixed. Intellect now reads INTE so it is no longer confused with Intuition (INT). • Pass three: about 1,600 half-English lines in 23 languages are fully translated, Belarusian and Serbian no longer fall back to Russian text, and Kazakh and Serbian lines that were just English spelled in Cyrillic now read as real sentences. • Italian: the chest Claim button now reads «Preleva» so it can't be confused with a reroll. — See you in the arena. ⚔️ #CombaTON #TON #GameFi

CombaTON — The Big Rebuild · v0.22.0

Since the last post almost every screen in CombaTON has been redrawn. Fights moved onto a hex battlefield, chests open in 3D, the maps follow a day and night clock, and the Drowned Isle and two city dungeons are open. Here's the tour, with the full battle breakdown coming in the next post.
✨ A NEW LOOK, TOP TO BOTTOM
Sign-in, the world HUD, the bottom bar, every window: nearly everything you touch outside a fight has been redrawn, and it now fits phones held either way as well as wide PC screens.
• New bottom bar: a smoked-glass capsule over the world, with your hero's portrait in the fire-rune orb in the middle. On desktop it becomes a full MMO bar: Character C, Inventory B, Loot L, Map M, then Activities J, Social O, Wallet K and Menu Esc. The bag tile shows how full it is, the loot tile lights up with new drops, and the map tile shows your coordinates and stops your route with a click. The duplicate side buttons are gone on desktop.
• New world HUD: your health, class resource and XP run as glowing threads, the zone name sits on an iron plate that is easier to read on bright maps, and every button on the map is a round painted ring. Chat, the target frame and your own panel, loot window and history, party, quest tracker, dungeon panel, cast bar, world boss alerts and the FPS counter all join the same style.
• The ember ring at the top is now the game clock: the time in the middle, the dial coloured by night, dawn, day and dusk, and a sun or moon riding around it. Tap it for the full in-game date. Your level moved next to XP («Lv 2 · XP 10%»); hover or tap that line to see how much XP is left to the next level.
• Map zoom is one magnifier button: tap it and drag the slider. It closes by itself after a few seconds. The center button in the bottom bar brings the camera back to your hero on every map.
• New look for every window: smoked glass with a smouldering ember thread on top, one style for quests, loot, backpack, settings, the pause menu and confirmations. On a phone windows slide up from the bottom, in landscape they slide in from the right, on PC they stay draggable.
• More windows moved to the new look: the quest journal, the item window (with a close button on PC), loot filters, the shop, premium, guild, party and arena match found, city travel, enchanting, the workshop, the resource market, dungeon ready check and run summary, the prologue and story cards, character select and the character card.
• Backpack: a compact status line (CBT, TON, slots used with a fill bar), tabs with icons and counters, sort and zoom behind one View button, and quiet dashed empty slots, so your items start much higher on the screen.
• Windows on desktop have two sizes: the expand button switches between a small and a large window, each keeps the place and size you gave it, and a window reopens in the size you closed it in.
• Esc on desktop now closes whatever window is on top, one at a time (item details, bag, map, chests, dialogs), and opens the pause menu only when nothing else is open.
• Phones held sideways: the world screen no longer piles buttons on top of each other. Side buttons sit in the bottom corners beside the main bar, the quest pointer moved to the top right instead of covering your hero, keyboard hints are gone on touch screens, and names above characters use the game's own lettering. Inventory, Loot and Map sit in the bottom bar like on desktop, so the screen edges stay clear; on iPhones the side buttons hug the edges and step around the notch, whichever way you turn the phone.
• Map on phones: pinching zooms around your fingers instead of throwing the map off screen, two fingers also pan, and lifting them no longer picks whatever was under the last finger.
• New sign-in, hero select and hero creation: one torch-lit hall, hero cards with level, location, health and mana, and creation that shows the server's reason when a name is taken or slots are full. Creation no longer breaks on devices where the 3D hero can't load: the painted class art stays and you can still make your hero.
• Game sounds (birds, music) now go quiet when you minimise the game or switch to another app, and come back when you return.
• Guild and team actions (kick, leave, disband, role change) now ask in a proper in-game window instead of the phone's system pop-up, and class names show in your language instead of BARBARIAN or ROGUE.
⚔️ TACTICS BATTLE: TARGET FIRST, THEN STRIKE
Fights now play out on a hex battlefield, and this is the biggest change in the update. Here's the short version; the full breakdown is in the next post.
• Target first, then strike: tap an enemy to take it as your target, then tap an ability to cast at it. Tap your target again for a basic attack. No target picked? The ability goes to the nearest enemy in reach.
• A cleaner battle screen: with the phone held sideways the whole header (portraits, HP, resource, effects, action points, timer and round) sits in the strip between the app's Close and menu buttons. The classic compact ability bar is back with cooldowns, locks and AP costs on each tile, and the turn timer is a medallion with a ring: gold on your turn, red on the enemy's.
• Your hero acts out every ability, two one-handed weapons strike right then left, Charge rushes your hero at an enemy up to 4 hexes away, and crafter summons stand on the field for 7 rounds.
• New results screen: it slides up from the bottom over the battlefield, with your loot, XP and stats in one place.
• Balance moved too: aimed abilities hit ×1.5 harder, self buffs and self heals cost 2 AP, Barbarian rage grows with the damage again, and talents that fire on a kill or a crit work in the new battle. Full breakdown in the next post.
💎 CHESTS & ITEMS
Opening a chest is a small show now: a real 3D chest cracks open, the item rises onto a card, and the loot is safe even if the server answers late or your bag is full.
• Every chest opens with its own 3D chest: it cracks, flashes, and the item rises onto a card with Claim / Re-spin / Open again. The spinning reel is gone. If the server answers late you never lose the loot.
• The five lootbox chests (common to legendary) were remade in high quality: sharp textures with real surface detail instead of the old blurry look, and they still load fast on phones.
• Chests have their own sounds: the chest lands, its runes charge up, the lid strains against the lock, the lock bursts and the item rises, and each rarity, from common to mythic, ends on its own chime. Skipping the opening plays only the best item's chime.
• Several items in one chest? They show as cards you swipe through (arrows or ← → on desktop), with a counter and one Claim all button. A small tapping finger shows that you can tap a card to see what the item does.
• Opening a chest with a full bag no longer traps you on the Retry screen: close it, free some space, and the loot arrives on its own (it is kept for 7 days).
• 121 weapons and armour pieces got new hand-painted icons, new descriptions, and names that match the art.
💰 REWARDS, CRAFTING & GATHERING
The daily reward finally pays the CBT it shows, gathering is live in the starting lands, and crafting tells you what you actually made.
• Daily login really pays the CBT it shows, and it grows through the week: from 1 CBT on day 1 to 4 CBT on day 7, +10% for every full week you keep the streak (up to +90%), and ×1.5 on every 10th day.
• New daily login window: your streak in a ring of fire that really burns (the flames sway and flare, sparks fly up off the ring), the week as chests, today's three rewards on cards, and tomorrow's reward shown with the cycle and 10th-day bonuses counted in. On PC it opens wide: your streak on the left, the week and today's rewards on the right.
• Gathering in the Forgotten Outskirts: chop trees, mine rocks, pick herbs and fish at the rings on the lake. Each node takes a few strikes, then grows back after a few minutes. What you gather goes straight to your bag, and your Lumberjacking, Prospecting, Foraging or Fishing skill grows with it.
• Resource rings on the map are coloured by kind (wood brown, ore grey, herbs and fibre green) and show through roofs. Gathering spots that sat inside houses in Pine Skete, Brigand Harbor, Gallows Road, Crimson Thicket and Forgotten Outskirts were moved out into the open.
• Crafting results: processing (tanned leather, ingots…) now shows what you made with its picture and amount, the crafter's portrait sits on top, items get a quality-coloured frame, and the Claim button really collects the order when you're at the crafter.
• Crafting chains no longer pop the result window at every step: in-between steps show a short note, and the window opens once for the finished item.
• Trainer resets are cheaper: from level 10 you get 3 free talent resets and 3 free stat resets, then 10 CBT each (was 100 CBT). The trainer shows how many free ones you have left.
🗺️ WORLD & DUNGEONS
New places to explore, maps that follow the in-game clock from dawn to deep night, and every hero on the map now wears what they actually own.
• The Drowned Isle is open: take the boat from the lighthouse pier in Brigand Harbor. Recommended level 10.
• Two new solo dungeons in the fenced yard on the east side of Volnograd. City Crypt, level 10+: Crypt Keeper Osten takes you down to the tomb of Lord Severin Vellar. Cemetery Catacombs, level 12+: Gravedigger Gavr, and the Bone King waiting at the bottom. Gates open as you clear the rooms; the first clear pays a CBT bonus.
• The Sealed Descent in Pine Skete now leads somewhere: the Cellar Warden waits by the hatch and takes you down into the Skete Dungeons.
• Maps follow the in-game clock: dawn, day, dusk and night, with smooth twilight between them. Characters and monsters are lit to match, so nobody glows in the dark.
• Every hero on the map wears their real gear: other players see your armour and weapons, and you see theirs. Two-handed weapons are held in both hands: the left hand grips the shaft, two-handed strikes play their own swing, wrists no longer twist into a cone and fists close around the handle.
• Mounted heroes: the horse looks straight ahead instead of off to the left, turns its head and leans into turns.
• Monster packs are marked on the map: target one monster, and its packmates that will join the fight get a faint ring, with ×N on the target bar.
• New world map window (M): every map in the same 3/4 view as the game, with your hero, markers and route right on it. Breadcrumbs from Known worlds to the map you're on, an all-worlds layer with every realm you've found, names sitting next to their own markers without overlapping, a points-of-interest list with quest marks, and the route card with distance, portals and travel time. Centre-on-me button on every device.
• Expeditions: routes are now a hand of painted cards. Swipe through them, flip a card to read its conditions, and the chosen one shows its facts, rewards and task. Running, evacuating and going deeper live on the same card.
• In dungeons, the panel shows how many enemies are left in the room you're clearing.
• Wide doors in Crimson Thicket, Gallows Road, Pine Skete, Brigand Harbor and the Drowned Isle are now double doors: a fixed frame and two leaves that swing outwards. The Thicket hut door no longer hangs in the air above the doorway.
• Roofs turn see-through around you and nearby creatures instead of hiding you as a gold outline, and chimney smoke no longer rises inside a house.
• Tapping a resource, chest or door you can't stand right next to: your hero walks to the closest spot and gathers or opens from there. If it's truly out of reach, you're told so instead of nothing happening.
• Heroes leave footprints on soft ground again, just like monsters.
🛠️ FIXES & TRANSLATIONS
The small things that kept getting in the way, a few class bonuses that finally apply, and three big translation passes.
• Class bonuses that never applied now do: the Barbarian's +20% and the Cleric's +50% out-of-combat regeneration were reset to the base 100% by every stat recalculation. Existing heroes were corrected.
• Crafter luck is counted once: the class's +15 luck, as listed on the class card, was being added twice.
• Fewer disconnects from the world while running with the stick, and the wallet history and skill screens no longer throw silent server errors.
• Fixed the map going dead after talking to a merchant: taps did nothing and the camera came loose until you reopened the game. If it ever happens, the next tap brings it back.
• Volnograd no longer opens to a black screen, and the crypt keeper and the gravedigger now stand in the city to send you into the crypt and the catacombs.
• After dying in the Forgotten Outskirts you no longer come back standing in the water, and on Gallows Road you no longer respawn hidden under a roof.
• Monsters no longer shuffle back and forth by one tile on patrol, and names above running heroes and monsters stay on them instead of jumping ahead.
• Roofs in Pine Skete, Brigand Harbor, Gallows Road, Drowned Isle and Crimson Thicket no longer come back when you walk between rooms inside a building.
• Phones in fullscreen mode: your health and resource numbers no longer slip under the Close button, both bars are the same width, and the map buttons on the right sit just below them.
• Windows can no longer be dragged or resized off the screen, and the route distance on the map no longer shows long decimals like 31.0103 tiles.
• Translations, pass one: about 1,300 lines in 29 languages that had been glued to the text of a neighbouring line (a word from another button tacked on the end) are translated again from English.
• Pass two: the expedition panel is now translated into all 28 languages that showed it in English, and broken lines (cut-off phrases, mixed-up gem and stat names, machine-translation slips) were fixed. Intellect now reads INTE so it is no longer confused with Intuition (INT).
• Pass three: about 1,600 half-English lines in 23 languages are fully translated, Belarusian and Serbian no longer fall back to Russian text, and Kazakh and Serbian lines that were just English spelled in Cyrillic now read as real sentences.
• Italian: the chest Claim button now reads «Preleva» so it can't be confused with a reroll.
—
See you in the arena. ⚔️
#CombaTON #TON #GameFi
記事
CombaTON — アップデート · v0.20.0数回戦闘すると発生していたフレームレート低下のクラッシュが解消され、バックパックで素材が容量にカウントされなくなりました。スマートフォン向けには使いやすいバトルドックを追加し、モンスターの特殊効果も本来の数値どおりに機能するようになりました。さらに、遠征、戦利品、チュートリアルに関する多数の不具合も修正しました。 ✨ 新機能 バックパックの容量が大幅アップ。新しいヒーローが最初の町に着く前に迷子になることもなくなります。 • 素材やクエストアイテムがバックパックのスロットを消費しなくなりました。容量にカウントされるのは装備品と使用可能アイテムのみです。これは戦利品の回収、採集、クラフト、ショップ、銀行、ルートボックス、AutoFarmのバッグ満杯判定など、あらゆる場面に適用されます。素材はスロット枠の外に表示され、隠れることはありません。

CombaTON — アップデート · v0.20.0

数回戦闘すると発生していたフレームレート低下のクラッシュが解消され、バックパックで素材が容量にカウントされなくなりました。スマートフォン向けには使いやすいバトルドックを追加し、モンスターの特殊効果も本来の数値どおりに機能するようになりました。さらに、遠征、戦利品、チュートリアルに関する多数の不具合も修正しました。
✨ 新機能
バックパックの容量が大幅アップ。新しいヒーローが最初の町に着く前に迷子になることもなくなります。
• 素材やクエストアイテムがバックパックのスロットを消費しなくなりました。容量にカウントされるのは装備品と使用可能アイテムのみです。これは戦利品の回収、採集、クラフト、ショップ、銀行、ルートボックス、AutoFarmのバッグ満杯判定など、あらゆる場面に適用されます。素材はスロット枠の外に表示され、隠れることはありません。
記事
CombaTON — アップデート · v0.19.0ゲーム開始1時間目に的を絞ったテスター向けのリリースです:クラス用スタート装備付きの、より賢いプロローグ。やさしめのマップタップ。探索用コンパスの精度向上。そしてクラフト、チェスト、戦闘に関する修正を多数追加。 🚀 新ヒーロー体験 最初の武器はクラスに合わせて選ばれます――そして最初のチェストは、2つ目のヘルメットをロールできません。 • クラス用のスタート装備:プロローグの2つのチェストが、計画に沿って報酬されます――1つ目はあなたのクラス専用のメインハンド武器に加え、確定レアリティの防具を提供。2つ目はもう片方のハンド(盾、オーブ、短剣2本)または両手武器クラス向けの防具をカバーします。これで「三つの杖+装備なし」のようなロールはもうありません。

CombaTON — アップデート · v0.19.0

ゲーム開始1時間目に的を絞ったテスター向けのリリースです:クラス用スタート装備付きの、より賢いプロローグ。やさしめのマップタップ。探索用コンパスの精度向上。そしてクラフト、チェスト、戦闘に関する修正を多数追加。
🚀 新ヒーロー体験
最初の武器はクラスに合わせて選ばれます――そして最初のチェストは、2つ目のヘルメットをロールできません。
• クラス用のスタート装備:プロローグの2つのチェストが、計画に沿って報酬されます――1つ目はあなたのクラス専用のメインハンド武器に加え、確定レアリティの防具を提供。2つ目はもう片方のハンド(盾、オーブ、短剣2本)または両手武器クラス向けの防具をカバーします。これで「三つの杖+装備なし」のようなロールはもうありません。
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CombaTON — アップデート · v0.18.0これまでで最大のCombaTONアップデート:まったく新しいプロローグ、探検のために「リビングフォレスト」が開放、アリーナのボットがリングに登場。そしてクラフト、戦利品、クエスト、戦闘にまたがる大量の修正。 ✨ 新規&改善 プロローグをうっかりスキップしてしまったことはありませんか?「プロローグをスキップ」を下部ナビのボタンから移動し、確認を求めるようにしました。 • 新しいプロローグ「To the Road」:最初の数分が、キャンプの門で始まるスクリプト化された新兵バトル、クラス別のスターターチェスト、チュートリアルバブル、ワンタップ操作、ステータス獲得のポップアップ——そしてその後に道中の奇襲。さらにHUD内に「次は何?」パネルが表示され、ショートカットとポーションボタンもすぐそこに。戦いを受け入れると、主人公は自動で門へ歩いていきます。3体のプロローグモンスターには実際の3Dモデルとバトル用ポートレートが用意され、最初の戦闘は近接だけでなく、あらゆるクラスで勝てるよう調整されています。

CombaTON — アップデート · v0.18.0

これまでで最大のCombaTONアップデート:まったく新しいプロローグ、探検のために「リビングフォレスト」が開放、アリーナのボットがリングに登場。そしてクラフト、戦利品、クエスト、戦闘にまたがる大量の修正。
✨ 新規&改善
プロローグをうっかりスキップしてしまったことはありませんか?「プロローグをスキップ」を下部ナビのボタンから移動し、確認を求めるようにしました。
• 新しいプロローグ「To the Road」:最初の数分が、キャンプの門で始まるスクリプト化された新兵バトル、クラス別のスターターチェスト、チュートリアルバブル、ワンタップ操作、ステータス獲得のポップアップ——そしてその後に道中の奇襲。さらにHUD内に「次は何?」パネルが表示され、ショートカットとポーションボタンもすぐそこに。戦いを受け入れると、主人公は自動で門へ歩いていきます。3体のプロローグモンスターには実際の3Dモデルとバトル用ポートレートが用意され、最初の戦闘は近接だけでなく、あらゆるクラスで勝てるよう調整されています。
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CombaTON — アップデート · v0.16.0CombaTON史上最大のアップデート:ゲーム全体の世界が新しいリアルタイムエンジンで動くようになりました——さらに遠征、ゲーム内での死体の略奪、MOBA風の操作、そして大量の修正も追加。 ✨ 新機能 1回目のクリックで選択、2回目のクリックで実行——新しい操作モデルはあらゆる場所で機能します:NPC、モブ、プレイヤー、ポータル。 • 遠征が到着しました——難易度に合った生成ミッションの中から選び、ヒーローを出撃させて報酬を回収しましょう。実際の世界での遭遇、致命的な危険、セカンドウィンド付きのエリート敵、回復アイテムの入手しにくさ、そして見える報酬倍率——報酬はちょうど1回だけ確定し、複製なし、損失なしです。

CombaTON — アップデート · v0.16.0

CombaTON史上最大のアップデート:ゲーム全体の世界が新しいリアルタイムエンジンで動くようになりました——さらに遠征、ゲーム内での死体の略奪、MOBA風の操作、そして大量の修正も追加。
✨ 新機能
1回目のクリックで選択、2回目のクリックで実行——新しい操作モデルはあらゆる場所で機能します:NPC、モブ、プレイヤー、ポータル。
• 遠征が到着しました——難易度に合った生成ミッションの中から選び、ヒーローを出撃させて報酬を回収しましょう。実際の世界での遭遇、致命的な危険、セカンドウィンド付きのエリート敵、回復アイテムの入手しにくさ、そして見える報酬倍率——報酬はちょうど1回だけ確定し、複製なし、損失なしです。
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CombaTON — アップデート · v0.13.0ゴールドは消えた — ゲーム全体が今は一つのクリーンな通貨で動いており、アリーナは本物のPvPグラインドに変わり、実際に監査できるパブリックレジャーがある。前回のアップデート以降の新しい情報はこちら。 ✨ 新着 & 注目 シーズンラダーを登ったら、どのコインがどこに行ったのかを正確に監査しよう。 • PvPは今、グラインドする理由ができて、アリーナは純粋なPvPになった。デイリー/ウィークリー/シーズンループ — デイリークエストのローテーション、8つのタスクからなるウィークリープール、上昇するチェストラダー(コモン → アンコモン → レア → レア+ボーナス)、そしてフリートラックとプレミアムトラックがあるシーズンパス。専用の1v1キューがチームフォーマットと並んでおり、シーズンパフォーマンスパネルはリアルなランク/MMR/勝率/ストリーク/パーセンタイルを表示する。リーグランクには、ブロンズからチャンピオンまでの手描きのウィングクレストがついており、報酬が請求可能な瞬間を示す脈打つバッジがある。(新規プレイヤーのPvEはオープンワールドとダンジョンに移動した。)

CombaTON — アップデート · v0.13.0

ゴールドは消えた — ゲーム全体が今は一つのクリーンな通貨で動いており、アリーナは本物のPvPグラインドに変わり、実際に監査できるパブリックレジャーがある。前回のアップデート以降の新しい情報はこちら。
✨ 新着 & 注目
シーズンラダーを登ったら、どのコインがどこに行ったのかを正確に監査しよう。
• PvPは今、グラインドする理由ができて、アリーナは純粋なPvPになった。デイリー/ウィークリー/シーズンループ — デイリークエストのローテーション、8つのタスクからなるウィークリープール、上昇するチェストラダー(コモン → アンコモン → レア → レア+ボーナス)、そしてフリートラックとプレミアムトラックがあるシーズンパス。専用の1v1キューがチームフォーマットと並んでおり、シーズンパフォーマンスパネルはリアルなランク/MMR/勝率/ストリーク/パーセンタイルを表示する。リーグランクには、ブロンズからチャンピオンまでの手描きのウィングクレストがついており、報酬が請求可能な瞬間を示す脈打つバッジがある。(新規プレイヤーのPvEはオープンワールドとダンジョンに移動した。)
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CombaTON — アップデート · v0.12.0大きな変更点:クラスがついに実際のアイデンティティを持つようになり、ギルドが生きた政治の機械に変わり、ボットがイラスト付きカードを送信し始め、一連のエクスプロイトとバグが排除された。あなたにとっての変更点はこれだ。 ✨ 新機能 ギルドはバフと宝箱から、政治、戦争、週ごとの目標を持つ派閥へと進化した。 • ギルドが政治的なマシンとして生まれ変わった。実際の才能ポイントはギルドXPからミントされ、ガバナンスと投票が実行される。週ごとの協力目標トラッキングがギルドに追うべきものを与え、非同期のゴースト戦GvGで専用の戦争才能を持つギルドが相手がオフラインの時でも対峙できる。さらに、ライブ政治イベントフィードと復活したTelegram通知も。 (ほとんどの戦闘/経済関連の要素はフラグの背後で徐々に展開される。)

CombaTON — アップデート · v0.12.0

大きな変更点:クラスがついに実際のアイデンティティを持つようになり、ギルドが生きた政治の機械に変わり、ボットがイラスト付きカードを送信し始め、一連のエクスプロイトとバグが排除された。あなたにとっての変更点はこれだ。
✨ 新機能
ギルドはバフと宝箱から、政治、戦争、週ごとの目標を持つ派閥へと進化した。
• ギルドが政治的なマシンとして生まれ変わった。実際の才能ポイントはギルドXPからミントされ、ガバナンスと投票が実行される。週ごとの協力目標トラッキングがギルドに追うべきものを与え、非同期のゴースト戦GvGで専用の戦争才能を持つギルドが相手がオフラインの時でも対峙できる。さらに、ライブ政治イベントフィードと復活したTelegram通知も。 (ほとんどの戦闘/経済関連の要素はフラグの背後で徐々に展開される。)
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すべてはトークンだ。しかし、ゲームが最初に来た。ほとんどのGameFiは同じように死ぬ。 トークンがローンチされる。チャートが垂直に上がる。インフルエンサーがロケットの絵文字を投稿する。3週間後、チャートは崖のようになり、Discordは静まり返り、「ゲーム」はリーダーボードを持つタップボタンという結果だった。トークンが製品で、ゲームがマーケティングだった。 私たちは逆にやった。故意に。 CombaTONはアイドルMMORPG — 7つのクラス、21の特化、スワイプしてキャストするカードバトルシステム、霧の中のオープンワールドとNPC AI。235のデータベースモデル。金、リソース、クラフト、サルベージ、プレイヤーマーケットプレイスを持つ完全な経済。現在、プレアルファ段階で稼働中だが、ブロックチェーンにはまだ一行も触れていない。

すべてはトークンだ。しかし、ゲームが最初に来た。

ほとんどのGameFiは同じように死ぬ。
トークンがローンチされる。チャートが垂直に上がる。インフルエンサーがロケットの絵文字を投稿する。3週間後、チャートは崖のようになり、Discordは静まり返り、「ゲーム」はリーダーボードを持つタップボタンという結果だった。トークンが製品で、ゲームがマーケティングだった。
私たちは逆にやった。故意に。
CombaTONはアイドルMMORPG — 7つのクラス、21の特化、スワイプしてキャストするカードバトルシステム、霧の中のオープンワールドとNPC AI。235のデータベースモデル。金、リソース、クラフト、サルベージ、プレイヤーマーケットプレイスを持つ完全な経済。現在、プレアルファ段階で稼働中だが、ブロックチェーンにはまだ一行も触れていない。
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