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CombaTON — Update · v0.18.0The 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. — See you in the arena. ⚔️ #CombaTON #TON #GameFi

CombaTON — Update · v0.18.0

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.

See you in the arena. ⚔️
#CombaTON #TON #GameFi
Статья
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
Статья
CombaTON — Update · v0.13.0Gold is gone — the whole game runs on one clean currency now, the Arena turned into a real PvP grind, and there's a public ledger you can actually audit. Here's what's new since the last update. ✨ NEW & NOTABLE Climb the season ladder, then go audit exactly where every coin went. • PvP now has a reason to grind, and the Arena is pure PvP. A daily/weekly/season loop — rotating daily quests, an 8-task weekly pool with an escalating chest ladder (Common → Uncommon → Rare → Rare+bonus), and a season pass with free and premium tracks. A dedicated 1v1 queue sits alongside team formats, your Season Performance panel shows real rank/MMR/win-rate/streak/percentile, league ranks finally have hand-drawn winged crests from Bronze to Challenger, and a pulsing badge flags the moment a reward is claimable. (Newcomer PvE moved out to the open world and dungeons.) • Full economy transparency. A public off-chain audit ledger now traces every CBT movement — a live economy feed plus explorer pages let you see total supply, transactions, holders, and any character's balance and history. 🪙 ECONOMY One currency. One clean price. Live balances everywhere. • Gold is gone. The whole game now runs on a single currency, CBT, in a clean WoW-style split (1 CBT = 100 coins). Trainers, enchanting, the fence, the workshop, the bank, city tolls, lootboxes, and every quest/battle/daily/weekly reward now show one clean price instead of confusing double tags. • Live balances everywhere. Your CBT updates the instant you spend or earn — shop, craft, enchant, gem work, bank, travel, rewards all refresh on the spot instead of going stale. Your TON now shows up across the backpack and hero inventory right away instead of reading 0.00 until you first opened the wallet screen. 🗺️ WORLD • Every zone is now populated across all level brackets — 83 spawn rules that left dead, empty zones have been widened, so you'll find mobs to fight wherever you roam, scaled to your level. 🛠️ FIXES • Gold-removal cleanup. The character-select screen no longer crashes, and paid travel, bank expansion, crafting recipes, and the shop budget are no longer wrongly flagged as unaffordable. Bulk-selling no longer 500s on a duplicate or already-sold item. • Run animations match your real speed in every direction — leg cadence is now anchored to how far you actually travel, so no more frantic 'fast legs, barely moving' look. • Cleaner Library. Equipment and consumables are split into their own categories, so gear isn't buried under potions and quest items. — See you in the arena. ⚔️ #CombaTON #TON #GameFi

CombaTON — Update · v0.13.0

Gold is gone — the whole game runs on one clean currency now, the Arena turned into a real PvP grind, and there's a public ledger you can actually audit. Here's what's new since the last update.
✨ NEW & NOTABLE
Climb the season ladder, then go audit exactly where every coin went.
• PvP now has a reason to grind, and the Arena is pure PvP. A daily/weekly/season loop — rotating daily quests, an 8-task weekly pool with an escalating chest ladder (Common → Uncommon → Rare → Rare+bonus), and a season pass with free and premium tracks. A dedicated 1v1 queue sits alongside team formats, your Season Performance panel shows real rank/MMR/win-rate/streak/percentile, league ranks finally have hand-drawn winged crests from Bronze to Challenger, and a pulsing badge flags the moment a reward is claimable. (Newcomer PvE moved out to the open world and dungeons.)
• Full economy transparency. A public off-chain audit ledger now traces every CBT movement — a live economy feed plus explorer pages let you see total supply, transactions, holders, and any character's balance and history.
🪙 ECONOMY
One currency. One clean price. Live balances everywhere.
• Gold is gone. The whole game now runs on a single currency, CBT, in a clean WoW-style split (1 CBT = 100 coins). Trainers, enchanting, the fence, the workshop, the bank, city tolls, lootboxes, and every quest/battle/daily/weekly reward now show one clean price instead of confusing double tags.
• Live balances everywhere. Your CBT updates the instant you spend or earn — shop, craft, enchant, gem work, bank, travel, rewards all refresh on the spot instead of going stale. Your TON now shows up across the backpack and hero inventory right away instead of reading 0.00 until you first opened the wallet screen.
🗺️ WORLD
• Every zone is now populated across all level brackets — 83 spawn rules that left dead, empty zones have been widened, so you'll find mobs to fight wherever you roam, scaled to your level.
🛠️ FIXES
• Gold-removal cleanup. The character-select screen no longer crashes, and paid travel, bank expansion, crafting recipes, and the shop budget are no longer wrongly flagged as unaffordable. Bulk-selling no longer 500s on a duplicate or already-sold item.
• Run animations match your real speed in every direction — leg cadence is now anchored to how far you actually travel, so no more frantic 'fast legs, barely moving' look.
• Cleaner Library. Equipment and consumables are split into their own categories, so gear isn't buried under potions and quest items.

See you in the arena. ⚔️
#CombaTON #TON #GameFi
Статья
CombaTON — Update · v0.12.0A big one: classes finally have real identities, guilds turn into a living political machine, the bot starts sending you illustrated cards, and a whole pile of exploits and bugs got stamped out. Here's everything that changed for you. ✨ NEW FEATURES Guilds just went from a buff-and-a-chest to a faction with politics, wars, and weekly goals. • Guilds reborn as a political machine. Real talent points now mint from guild XP, governance and votes actually execute, weekly co-op objective tracks give your guild something to chase, and async ghost-war GvG with dedicated war talents lets guilds clash even when the other side is offline. Plus a live political event feed and revived Telegram notifications. (Most combat/economy pieces roll out gradually behind flags.) • The bot slides into your DMs with illustrated cards. Victories, defeats, loot drops, level-ups, AutoFarm summaries, premium and PvP events all arrive as rich artwork-backed notifications instead of plain text. • Tap a Telegram link, land on the right screen. Premium, lootboxes, airdrops and kingdom quests now open instantly in-game via deep-links, with premium action buttons baked right into the bot's messages. • New /classes compendium. A deep dive into every class, spec and playstyle — archetypes, set bonuses, a counter matrix, a gear-slot configurator, and which stats are actually live vs. dead. Jewelry now also shows its material composition. • Wooden weapons finally look wooden. Item artwork got cleaned up across equipment slots, the inventory grid and the item detail popup. ⚔️ COMBAT & CLASSES Three classes that used to flail now have a real win condition. And the math behind your numbers got honest. • Holy Paladins got a real win condition. A new core finisher, Verdict of Light, spends Holy Power for big Wisdom-scaled holy damage and heals you for 50% of it. Pure healers can now actually close out fights instead of stalling to a draw — and a bug that left Holy Power generation broken is fixed, reviving finishers for every paladin. • Berserker is now a true glass cannon. It no longer hurts itself on crits — instead it converts part of its HP and armor straight into crit chance, so the squishier you build it, the harder it hits. It shreds fragile targets and falls to brawlers and tanks in the long game. • The gadget crafter finally works. The wrench throw is now a spammable builder that stacks static charge, and the frag grenade detonates those stacks for amplified damage — a real charge-and-burst rotation instead of a dead lineup of weak punches. • Strength is now the anti-tank stat. Hitting Strength thresholds grants armor penetration on top of flat damage, letting heavy hitters carve through armored enemies. It stacks with talent penetration, and the stat tooltips and class page spell out exactly how it works. • Turrets and summons play fair now. They take their turn in the normal exchange rhythm like any mob — strike, wait for the reply, can be hit back, use their own abilities. Turret damage also scales off the owner's Intellect, so a built crafter's turret grows with you. • Magic Resist is now itemizable. Gear can roll Magic Resist as an affix on armor, jewelry and shields, giving you a real way to harden against mage burst. Several over-inflated percent stats (armor pen, bleed, reflect, block and more) were also reined in. • Combat math got honest. Lifesteal, dodge and crit were each being counted twice in spots — vampirism over-healed and dodge/crit were inflated. Each now applies exactly once, so what you see matches what actually happens in a fight. STR | Armor Pen 25 | +2 50 | +4 75 | +6 100 | +9 125 | +12 🎁 LOOT • Every armor and weapon set now drops from level 1. Sets are a horizontal style choice powered by the material you put into them, not a level gate — no more being stuck seeing only the starter trail/militia gear. • Loot now fits the enemy you killed. Undead and elementals lean cloth, constructs and dragons lean metal, and so on. Elites give a modest magic-find bonus (better rarity and a little extra drop), previously-unfarmable patterns like phoenix and angel are now obtainable, and tougher mobs (level 16-20+) drop more crafting materials per kill. • AutoFarm auto-loot reads real rarity. It now sees an item's actual rolled rarity instead of always treating it as Common, so your loot filters finally keep the rare drops they were supposed to keep. 💰 ECONOMY A whole class of money printers and vendor exploits just got walled off. • Dupe-proofed the economy. Sealed a whole class of money-duplication exploits across CBT, payments, P2P trading, the market, salvage and MLM rewards — your gold and items stay honest. • No more shopping from across the map. You can no longer use shops, quest-givers, the enchanter, the fence/buyer or salvage at range. Trading, selling, enchanting and salvaging now require you to actually stand near the NPC. • Guild bank and ability costs moved onto CBT (off raw gold), and joining guilds is now protected with a one-join-per-guild rule and a 7-day cooldown. • Fixed a stuck shop budget. Buy, cancel, then nothing left to buy — purchases now read your reliable CBT balance instead of getting jammed at 0. 🗺️ WORLD • Monsters stay out of safe zones and towns. Spawns are now correctly kept out of cities and protected areas — and a low-level zone no longer gets dragged up in level just because a strong player is farming it. • Smoother auto-navigation. Pathing no longer snags on portals you haven't discovered yet. (Discovery still gates whether you can actually use a portal.) 🛠️ FIXES • Crash-resistance, big time. A background error — a stray timer, socket or fire-and-forget task — could take down the entire server. That whole class of crash is now caught, so the live service is far more stable. • Quest items can no longer be accidentally discarded — bound items are protected from being thrown away. You can also re-accept a daily quest after abandoning it instead of being locked out for the day. • Potions stopped spamming duplicate effect icons — only that potion's own buff shows up now. • Character paperdoll shows on mobile too, stacked above your bag, instead of only on desktop. NPC dialogue windows now auto-close when you walk away or start traveling. • Critters face the right way and look right. Deer, boars and wolves no longer turn their backs on you in combat, the enraged boar renders with a proper quadruped fit, and the nearly-invisible giant bat got scaled up so you can actually see and target it. • Bag and click fixes. The bag grid no longer stretches a few items to fill the whole bag (the zoom slider works again), and clicking a mob or NPC standing on a door now hits the creature, not the door. Rings, necklaces and earrings get proper generated icons instead of showing up broken. • Cleaner quests. The Swamp Witch no longer flashes a fake '!' marker when you have no free adaptive-quest slots, and a confusing early side-quest that duplicated the main story's kill target is now its own job (repair the fence and report in). • No more raw text codes in the UI. Cleaned up leaks across unknown loot/resource names, lootbox gold names, PvP 'no team' messages, skill level-ups, teleport messages and fallback ability names (Power Strike, Fireball). Status effect names now display properly in your effect bar and active-effects panel, and guild vote labels (For/Against/Yes/No), salvage recipe names and adaptive quest text read as real words too. • Telegram bot stopped leaking internal codes (like 'api.telegram...') into your DMs — you see proper text now. • Bulk-selling is reliable. Selling items in bulk no longer throws a server error when an item appears twice in your selection or was already sold by a parallel action. • AutoFarm follows your world change — it no longer keeps targeting a zone from your old world after you manually switch, falling back to your current location instead. — See you in the arena. ⚔️ #CombaTON #TON #GameFi

CombaTON — Update · v0.12.0

A big one: classes finally have real identities, guilds turn into a living political machine, the bot starts sending you illustrated cards, and a whole pile of exploits and bugs got stamped out. Here's everything that changed for you.
✨ NEW FEATURES
Guilds just went from a buff-and-a-chest to a faction with politics, wars, and weekly goals.
• Guilds reborn as a political machine. Real talent points now mint from guild XP, governance and votes actually execute, weekly co-op objective tracks give your guild something to chase, and async ghost-war GvG with dedicated war talents lets guilds clash even when the other side is offline. Plus a live political event feed and revived Telegram notifications. (Most combat/economy pieces roll out gradually behind flags.)
• The bot slides into your DMs with illustrated cards. Victories, defeats, loot drops, level-ups, AutoFarm summaries, premium and PvP events all arrive as rich artwork-backed notifications instead of plain text.
• Tap a Telegram link, land on the right screen. Premium, lootboxes, airdrops and kingdom quests now open instantly in-game via deep-links, with premium action buttons baked right into the bot's messages.
• New /classes compendium. A deep dive into every class, spec and playstyle — archetypes, set bonuses, a counter matrix, a gear-slot configurator, and which stats are actually live vs. dead. Jewelry now also shows its material composition.
• Wooden weapons finally look wooden. Item artwork got cleaned up across equipment slots, the inventory grid and the item detail popup.
⚔️ COMBAT & CLASSES
Three classes that used to flail now have a real win condition. And the math behind your numbers got honest.
• Holy Paladins got a real win condition. A new core finisher, Verdict of Light, spends Holy Power for big Wisdom-scaled holy damage and heals you for 50% of it. Pure healers can now actually close out fights instead of stalling to a draw — and a bug that left Holy Power generation broken is fixed, reviving finishers for every paladin.
• Berserker is now a true glass cannon. It no longer hurts itself on crits — instead it converts part of its HP and armor straight into crit chance, so the squishier you build it, the harder it hits. It shreds fragile targets and falls to brawlers and tanks in the long game.
• The gadget crafter finally works. The wrench throw is now a spammable builder that stacks static charge, and the frag grenade detonates those stacks for amplified damage — a real charge-and-burst rotation instead of a dead lineup of weak punches.
• Strength is now the anti-tank stat. Hitting Strength thresholds grants armor penetration on top of flat damage, letting heavy hitters carve through armored enemies. It stacks with talent penetration, and the stat tooltips and class page spell out exactly how it works.
• Turrets and summons play fair now. They take their turn in the normal exchange rhythm like any mob — strike, wait for the reply, can be hit back, use their own abilities. Turret damage also scales off the owner's Intellect, so a built crafter's turret grows with you.
• Magic Resist is now itemizable. Gear can roll Magic Resist as an affix on armor, jewelry and shields, giving you a real way to harden against mage burst. Several over-inflated percent stats (armor pen, bleed, reflect, block and more) were also reined in.
• Combat math got honest. Lifesteal, dodge and crit were each being counted twice in spots — vampirism over-healed and dodge/crit were inflated. Each now applies exactly once, so what you see matches what actually happens in a fight.
STR | Armor Pen
25 | +2
50 | +4
75 | +6
100 | +9
125 | +12
🎁 LOOT
• Every armor and weapon set now drops from level 1. Sets are a horizontal style choice powered by the material you put into them, not a level gate — no more being stuck seeing only the starter trail/militia gear.
• Loot now fits the enemy you killed. Undead and elementals lean cloth, constructs and dragons lean metal, and so on. Elites give a modest magic-find bonus (better rarity and a little extra drop), previously-unfarmable patterns like phoenix and angel are now obtainable, and tougher mobs (level 16-20+) drop more crafting materials per kill.
• AutoFarm auto-loot reads real rarity. It now sees an item's actual rolled rarity instead of always treating it as Common, so your loot filters finally keep the rare drops they were supposed to keep.
💰 ECONOMY
A whole class of money printers and vendor exploits just got walled off.
• Dupe-proofed the economy. Sealed a whole class of money-duplication exploits across CBT, payments, P2P trading, the market, salvage and MLM rewards — your gold and items stay honest.
• No more shopping from across the map. You can no longer use shops, quest-givers, the enchanter, the fence/buyer or salvage at range. Trading, selling, enchanting and salvaging now require you to actually stand near the NPC.
• Guild bank and ability costs moved onto CBT (off raw gold), and joining guilds is now protected with a one-join-per-guild rule and a 7-day cooldown.
• Fixed a stuck shop budget. Buy, cancel, then nothing left to buy — purchases now read your reliable CBT balance instead of getting jammed at 0.
🗺️ WORLD
• Monsters stay out of safe zones and towns. Spawns are now correctly kept out of cities and protected areas — and a low-level zone no longer gets dragged up in level just because a strong player is farming it.
• Smoother auto-navigation. Pathing no longer snags on portals you haven't discovered yet. (Discovery still gates whether you can actually use a portal.)
🛠️ FIXES
• Crash-resistance, big time. A background error — a stray timer, socket or fire-and-forget task — could take down the entire server. That whole class of crash is now caught, so the live service is far more stable.
• Quest items can no longer be accidentally discarded — bound items are protected from being thrown away. You can also re-accept a daily quest after abandoning it instead of being locked out for the day.
• Potions stopped spamming duplicate effect icons — only that potion's own buff shows up now.
• Character paperdoll shows on mobile too, stacked above your bag, instead of only on desktop. NPC dialogue windows now auto-close when you walk away or start traveling.
• Critters face the right way and look right. Deer, boars and wolves no longer turn their backs on you in combat, the enraged boar renders with a proper quadruped fit, and the nearly-invisible giant bat got scaled up so you can actually see and target it.
• Bag and click fixes. The bag grid no longer stretches a few items to fill the whole bag (the zoom slider works again), and clicking a mob or NPC standing on a door now hits the creature, not the door. Rings, necklaces and earrings get proper generated icons instead of showing up broken.
• Cleaner quests. The Swamp Witch no longer flashes a fake '!' marker when you have no free adaptive-quest slots, and a confusing early side-quest that duplicated the main story's kill target is now its own job (repair the fence and report in).
• No more raw text codes in the UI. Cleaned up leaks across unknown loot/resource names, lootbox gold names, PvP 'no team' messages, skill level-ups, teleport messages and fallback ability names (Power Strike, Fireball). Status effect names now display properly in your effect bar and active-effects panel, and guild vote labels (For/Against/Yes/No), salvage recipe names and adaptive quest text read as real words too.
• Telegram bot stopped leaking internal codes (like 'api.telegram...') into your DMs — you see proper text now.
• Bulk-selling is reliable. Selling items in bulk no longer throws a server error when an item appears twice in your selection or was already sold by a parallel action.
• AutoFarm follows your world change — it no longer keeps targeting a zone from your old world after you manually switch, falling back to your current location instead.

See you in the arena. ⚔️
#CombaTON #TON #GameFi
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