- Combat is an early preview: the battle map art, portraits, and combatant stats are placeholders
- The party and a handful of goblins are placed on a 10×10 battle grid (positions are random for now)
- Each token shows the combatant's portrait and a hit-point bar
- Your own combatant's token can be dragged on its turn — moves aren't saved yet
- A combat rail shows the party out of combat and the turn order once initiative is rolled
- The action toolbar now offers two real actions: Roll and Attack
- Attacking walks you through the whole sequence in the rail tray: choose a weapon, choose a target, roll to hit, then roll damage
- Weapon choices show their attack bonus, damage, and range, and target choices show current HP and AC, so you can decide without opening a character sheet
- When the engine is waiting on a roll or a choice, it appears in the tray beside the rail — anyone can pick it up and throw the dice
- Every combatant carries two placeholder weapons so dual-wielding can be tried out
- Combat now survives a refresh: the roster, turn order, and any rolls still waiting are remembered
- Turns don't pass yet — the rail shows whose turn it is, but there's no way to hand the turn to the next combatant. Players get a placeholder initiative bonus so you can usually act first while this is missing
- If an action can't start, or a roll can't be submitted, the reason appears in the toolbar or tray instead of a page-wide error
- Leftover dice can be dismissed with a Clear dice pill that appears in the roll area while results are on screen
- Dice no longer jump around when the prompt panel or chat drawer slides open
- You can cancel your own action from the tray before any dice are rolled — a weapon or target choice can be taken back, but once a roll is made the outcome is locked in and the cancel button is disabled
An early preview
Your party stands beside you
Rough edges and all