- Added a new enemy targeting system, allowing players to select and track their targets.
- Added a dedicated target HUD at the top of the screen, displaying information about the selected enemy.
- Added a custom targeting reticle overlay that appears directly over enemies when hovering over them with the cursor, providing clear visual feedback.
- Added automatic melee attack chaining by holding down the left mouse button.
- Added dynamic camera shake effects when landing critical hits or stunning enemies.
- Added incoming damage numbers displayed in red, providing immediate feedback when enemies deal damage to the player.
- Added a completely new multi-stage damage number animation system featuring motion blur, dynamic scaling, text duplication, glow transitions and sharp final rendering.
- Added stronger visual effects for critical hits, making every powerful strike feel more aggressive and impactful.
- Added distinct visual feedback for incoming and outgoing damage, making combat easier to read.
- Optimized shadow casting on large 3D models, achieving approximately 40% better performance in tested conditions.
- Completely reworked the melee combat system for faster, smoother and more responsive gameplay.
- Reworked the attack combo flow, allowing players to continuously chain attacks by holding down the attack button.
- Improved attack timing and animation transitions for more fluid melee combat.
- Improved directional dashes in all four directions (forward, backward, left and right), removing awkward delays and making movement more responsive.
- Improved camera responsiveness during combat.
- Players can now freely zoom in and out while attacking or using the spell selection interface.
- Refined camera shake intensity and timing to reinforce critical hits and enemy stuns without compromising combat readability.
- Improved damage number animations with multiple stages of scaling, motion blur, glow and opacity transitions.
- Improved damage readability by clearly distinguishing damage dealt to enemies from damage received by the player.
- Enhanced critical hit feedback with stronger visual impact and more aggressive typography.
- Improved overall combat feedback to make attacks feel more satisfying and powerful.
- Fixed an issue preventing players from attacking immediately after performing a dash.
- Fixed inconsistent delays and responsiveness issues during directional dashes.
- Fixed combat interruptions when transitioning between dashing and attacking.
- Removed the previous right-click blocking and parrying mechanics.
- Removed directional blocking controls and their associated combat UI.
- Removed the previous manual attack input system in favor of the new hold-to-attack combo system.