Spec system: talents now unlock spec-specific abilities and hotbar presets
Class resources in battle: rage, combo points, holy power, energy
Mage/Cleric/Paladin spells now scale with Intellect and Wisdom stats
Smarter monster AI: healers target lowest-HP allies, proper mana checks
Battles survive server restarts without losing progress
Shop now shows item stats, effects, and images
Target panel remembers its position between uses
Stealth system: invisible targets can't be directly attacked
New combo kill effects: poison, fire, and frost finishing blows
Improved battle reconnection — picks up where you left off
Draggable panels save position to local storage
Target panel starts in a visible spot instead of the corner
Target clears automatically when leaving a dungeon or changing zones
Combo system v2: branching combo chains with multiple paths per class
Crafter construction board: turrets, sentries, and repair bots now work in combat
Crafter summons can now use offensive abilities (not just passive)
Summon stats and gear score now scale from owner's build
Battle summary redesign: shows healing, damage, combos, and regen breakdown
Battle log now groups summon actions and shows combo chain hits
Holy Paladin and Cleric self-heal saves now work properly in duels
Primal Guardian and Retribution Paladin AI fixed for spec builds
Battle AI now correctly detects your spec from talent distribution
Execute ability cost corrected for combat warriors
Duel pacing rebalanced: tighter 12-20 round corridor across all matchups
Arcane Mage vs Poison Rogue matchup fine-tuned for fairer fights
Combo chain UI: hotbar highlights active combos, branch fork selection
Combo progress bar displayed in battle HUD during active chains
Choose your combo branch when chains fork — different paths, different payoffs
Combo-granted buffs visually marked in effects list
Battle summary pie chart: damage vs healing breakdown per participant
XP tooltip now shows remaining progress (e.g. '76% left') instead of ambiguous text
Auto-fullscreen on desktop Telegram — no more manual clicking
Full RU/EN translation pass: wallet, guild, dungeon, PvP, crafting, settings
New performance settings page for low-end devices
Share links for characters and items with friends
Changelog now accessible from landing page (combaton.io)
Player guide (FAQ + Getting Started) updated in RU and EN
Fixed crash when opening entity info panel in certain zones
Faster translation loading — removed 86 duplicate seed files
Act 1 story quests: 10-chapter main questline with branching paths
Interact with quest objects on the map — chests, levers, shrines
Dungeon matchmaking: queue with role requirements and party scaling
Replay cleared dungeons for extra loot
Level-up celebration with animated overlay
Abilities grey out with reason when unusable (silenced, stunned, no mana)
Taunted? Your target is forced — no escaping the tank
ESC key now properly closes modals before opening the menu
3D character model preview during class selection
Quest rewards now match your class, level, and spec
Codex encyclopedia with searchable entries and translations
Smarter translations — 8,500 duplicate keys cleaned up
3D character model now animates in battle — idle, attack, crit, dodge, and death cues synced with damage events
Unified NPC dialog with 3D hero portrait — same layout for shops, trainers, banker, guild master, enchanter
Ability hotbar shows the exact reason an ability is disabled — cooldown, mana, silence, range
Dungeon replay tiers — extra loot for clearing a dungeon at higher difficulty
Dungeon mob density rebalanced per room and tier
Server-authoritative HP/MP regen — no more drift when the tab is backgrounded
Smoother pathfinding and movement across worlds
Fixed 3D character portrait appearing tiny when entering battle without a page refresh
Fixed MSQ01 sequential objectives — proper step order and gating
Fixed Crimson Hermit / Fire Imp spawn in Fire Imp Camp
Fixed Mage Rune Link quest getting stuck on Local Imp
Mage spell balance pass — Arcane and Frost tree tuning
Quest flow polish across main, side, and class storylines
Item tooltip comparison, WoW-style: the currently equipped item renders as a full tooltip next to the hovered one, plus an inline diff (green for upgrades, red for downgrades)
Fixed bracers that couldn't be unequipped — the click now actually takes them off
Fixed character avatar vanishing after equipping or unequipping any gear
Item tooltip now auto-fits inside the viewport — no more clipped edges when hovering near the screen border
Premium overhaul: tier features and bonuses now flow through a single entitlement service — same source of truth across server and UI
100+ Act 1 mobs and quest objects now have unique 3D models
Movement v2 design landed in docs — smoother stepping coming next
Movement v2 is live: server-authoritative tile-by-tile stepping, smoother pathing across worlds, less jitter on long routes
Door system: dungeon rooms now have proper door gates — open, locked, key/quest-required
Act 1 dungeons polished for alpha: density tuning, door gates wired, runtime room state hardened
Portal transitions get unique 3D models (city gates, forest trails, dungeon arches, harbor passage)
Smoother running on long routes — fewer micro-stops between tiles and no more foot-stomping when you arrive
Fixed empty level-bracket zones — mobs now spawn properly when you enter a fresh bracket instance
NPC nameplates now match mob nameplates in size — quest-givers and shopkeepers no longer look tiny
Run animation speed now adapts per character model — no more slow-motion running on standard speeds