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Pocket Rogues News

Update 1.38

A perk system has been added, dialogues in the Fortress, and also a new sub-location — the Predatory Lair!


[h2]CHANGELOG:[/h2]

[h3][GAMEPLAY][/h3]
  • A passive abilities (perks) system has been added; characters earn perks by clearing floors and defeating bosses. 34 perks are available, including 10 class-specific ones (available only to certain characters). Each character can obtain up to 4 perks and upgrade them to level 3 (in the Ultimate version, the number of perks can be increased to 8, and their max level to 5)
  • A dialogue system has been added to the Fortress, allowing conversations with several NPCs: they teach new players the basic mechanics and explain some setting details. Most dialogues become available after building certain structures
  • New building added — "Tavern". Once built, all characters will receive the "Rest" effect every 8 hours (an experience bonus that stacks with others) for 10–20 minutes of real time
  • New building added — "Foragers’ Post". Once built, when descending to the next floor, if the current one has been cleared, gold from all intact containers will be collected automatically, and items left on the ground will be dismantled
  • You can now set behavior for all summoned creatures, just like for pets and mercenaries
  • Added the option to set behavior for all companions in the party at once
  • Gold accumulation in the Mine is now tied to server time and cannot be collected in offline mode (all other functions still work offline)

[h3][GENERATION][/h3]
  • A new side area accessible through gates on a floor has been added — Predatory Lair (the gates can be found in most locations after the Grim Paladin has been slain)
  • A new altar has been added — Blood Circle (when multiple living enemies are slain within its bounds, a cursed item of random quality appears)

[h3][BALANCE][/h3]
  • Significantly increased the bonus to max HP and damage for high-level monsters
  • Significantly increased HP and damage values for all creatures summoned by the Necromancer
  • The weapon effects Vampirism and Searing now restore a fixed amount of HP and MP; Vampirism works only when killing a living enemy (humanoids, beasts, and demons)
  • Physical damage that a specific defense type is vulnerable to is now even more dangerous (e.g., if previously 10 points of heavy defense reduced piercing damage by 2%, now it’s only 1.5%)
  • Chest quality in the main bosses’ arenas now depends on their level
  • Killing the Royal Executioner now grants more loot than before, while Pumpkinhead grants less
  • Nightmares now have a delay between attacking and teleporting, as well as before the first teleport after loading a floor
  • If a chargeable skill is held for less than 0.3 seconds, its effect will not trigger
  • The passive item "Stone of the Depths" is no longer available for purchase by default for new players — its blueprint must be found first (existing players keep it)
  • The monsters’ "Poison Attack" ability now scales with their level
  • Bleed damage now ignores a creature’s defense and a raised shield
  • Time between enemy waves spawning at defiled altars has been reduced to the minimum
  • Creatures created by the monsters’ "Separation" ability now move more slowly than the original (previously their speed was increased) and attack less often
  • Ranged combatants will more actively try to flank the opponent rather than only retreat
  • After the first kill of the Bone King and the Grim Paladin, the player is forced into the Camp

[h3][ENVIRONMENT][/h3]
  • In Treasuries, Camps, and Ambushes found in the Dungeon, as well as in the Bone King’s arena, the same wall type as in the main dungeon is now used
  • Updated the appearance of some older environment objects that had overly low resolution
  • Many environment objects will now be displayed as debris after being destroyed (can be disabled in Settings)
  • Added a music theme for the battle with the Warlock
  • Added new sounds for many destructible objects that previously had none

[h3][INTERFACE][/h3]
  • The surviving character’s equipment will now be displayed on the character selection screen, even if the Arsenal has not yet been built
  • Stats and effects of items equipped by the surviving character can now be viewed in the Fortress
  • Rings and artifacts worn by the surviving character can now be viewed or sold while in the Fortress
  • The number of screen resolutions available in Settings has been increased; for convenience, they are now sorted by aspect ratio
  • Updated the look of the load/save window: comparing the current save with cloud data is now more detailed
  • The name and description of active Obsidian Tower modifiers are now shown when clicked on the pause screen
  • The background image resolution on the Fortress screen has been doubled
  • Updated the location info screen on the World Map: the name and icon now take up less space, and the type of endless dungeons is explicitly indicated in their description
  • Updated the gold collection animation in the Fortress
  • Added a tooltip when there is no inventory space to purchase an item
  • If the Guild Halls level is insufficient to upgrade an attribute, a corresponding hint will be shown on the character selection screen

[h3][MISC][/h3]
  • Fatmen, Slimes, Wild Werewolves, and Nightmares are now animated
  • If you try to break the Merchant’s or the Whisperer’s property, they will warn you not to
  • Headgear no longer replaces the character’s current hairstyle
  • Coins, crystals, and any items that drop in impassable areas will be auto-collected
  • Boss levels in the Obsidian Tower are now tracked per character and are preserved when transferring progress via the cloud
  • The “Junkyard” building now becomes available after building the Tavern, not the Infirmary
  • Using the “Shadow” skill is no longer interrupted when opening the inventory
  • Pet ability icons “Taunt” and “Caution” have been updated
  • The equipment effect “Rest” has been renamed to “Vigor”
  • The character’s legs are now always shown (the corresponding setting now affects only other creatures)
  • Improved performance in the Ambush with the bridge
  • Improved performance when spawning many visual effects at once
  • The map border (where walls give way to darkness) now fades smoothly using a gradient
  • During sprint, the camera will shift in the character’s movement direction

[h3][FIXED][/h3]
  • The character could end up beyond the dungeon walls by pressing the “next floor” button during a dash
  • Added an extra check to prevent loading a character without items if the game froze during floor generation
  • When trying to load a previously saved dungeon, tapping below the load button could accidentally switch the game language to Brazilian Portuguese, sending the player to the Fortress menu instead of the dungeon
  • After visiting the Camp in the Abandoned Prison, closed rooms did not become visible upon being opened until the player entered them
  • Porcupine turned visually into a Beetle after level 30 instead of using its own “adult” appearance; it also failed to display inside the pen in the Camp
  • Companions set to “hold position” ignored enemies until those attacked them first
  • A previously found blueprint for the item in use could disappear if, after buying the item in the Fortress, the player tried to stash more copies in the Personal Chest than were purchased
  • Creatures spawned on another monster’s death could sometimes appear inside walls
  • The Grim Paladin might not visually enter phase two, even though his behavior changed
  • Could not set the Obsidian Tower starting floor to the highest available when a “survivor” character was selected
  • Using the Phalanx Shard in the Grim Paladin’s arena could place the character outside the arena
  • The effect of the “Shadow” skill was not interrupted if partially charged attacks were used instead of normal ones
  • After buying a shield in the Arsenal, it could not be unequipped in the Fortress
  • After a Berserker used the Handheld Crossbow and unequipped it, the power skill did not reset, and the Crossbow could reappear in hand after loading a save
  • After being resurrected by the Cross of Life, an active skill could hang, and parts of the character’s body could shift
  • The monsters’ “Trickster” ability (chance to dodge any attack) did not work
  • After loading from the cloud, the max score might not update because it didn’t account for points from previous runs
  • In the inventory it was impossible to improve attributes if the player used an item that adds damage of the same type as the equipped weapon
  • Hobgoblin Hunters did not throw spears when standing flush against a fence
  • “Cursed Souls” projectiles, when fired through a suspicious pipe, damaged the character even without passing through the pipe
  • Max attribute level was calculated incorrectly with respect to the Guild Halls level
  • A single tap on a skill sometimes triggered with a delay, unlike holding the button
  • Fire beetles and beetle hatchlings played an inappropriate roar sound
  • The “Hold to Run” and “Auto-Switch Gamepad” settings reset when moving to the next floor
  • The camera could freeze if a boss was killed immediately after loading its arena
  • The camera kept following a previously controlled creature if, when control ended, the player was holding its icon
  • After Subjugation ended, a creature could remain neutral to the character and not attack first
  • Knockback from enemy attacks and projectiles barely worked
  • Attempting to move to another floor immediately after loading the current one could cause an infinite loading loop
  • Saws in some rooms in the Prison disappeared after loading a save
  • When choosing the Archer or Wizard after finishing the tutorial, the equipped artifact could disappear
  • A mercenary warrior’s shield now appears in his hand rather than under it

Update 1.37.4

New rooms have been added for generation, a new pet has been introduced, and stability has been improved!

[h2]CHANGELOG:[/h2]

[h3][GENERATION][/h3]
  • Added 15 new rooms for the Catacombs
  • Added 2 new rooms for the Rat's Nest
  • Reworked some old rooms in the Catacombs and Prison

[h3][MISC][/h3]
  • Added a new pet – Porcupine
  • Liches and Archliches are now animated
  • The monster ability "Summon" no longer activates instantly but has a unique animation; some monsters can now summon more than one creature per use
  • Ratmen tents can now be destroyed
  • The appearance of item and pet slots in the shop on the character selection screen has been updated
  • Updated outdated preview images for the Goblin-Captain and Grim Paladin; all boss and champion previews are now smaller and aligned in the same direction
  • When starting a new game, the language will be selected automatically if the system language matches one of the supported languages
  • When using a gamepad, running is now activated by pressing instead of holding the button (this can be changed in Settings)
  • The loading screen now remains visible until the floor is generated, instead of freezing on a black screen
  • Updated the icon sizes of many creatures in the Bestiary
  • Added a text hint on the account creation screen explaining its purpose
  • When trying to save or load a game from the cloud, the login window will appear if the player is not logged in
  • Optimized the "Darkening Screen Edges" setting

[h3][BALANCE][/h3]
  • The "Bloodsucker" effect now restores HP five times faster, and its range is twice as large, but blood pools around the character deplete quickly upon activation
  • The attack speed modifier for weapons in the Berserker's hands is now averaged instead of summed
  • The poisoning effect near the poison river in the Catacombs has been weakened
  • Damage from poison and bleeding can no longer be critical
  • Killing summoned creatures no longer grants experience and gold

[h3][FIXED][/h3]
  • If a generation error occurred and the floor was empty, the character will automatically return to the Fortress upon exiting the game via the menu
  • Ratmen will no longer "shine through" their tents
  • The damage of the weapon in the Berserker's off-hand was calculated incorrectly
  • Killing a single monster could sometimes be counted twice in the Bestiary
  • Sometimes, it was impossible to start a new game when using a gamepad
  • The cost of Sharpened Arrows was higher than that of Heavy Arrows, despite their lower damage

Update 1.37.3

New consumable items and equipment have been added, elemental damage mechanics have been expanded, and stability has been improved!



[h2]CHANGELOG:[/h2]

The game has been updated with a Brazilian Portuguese localization

[h3][ITEMS][/h3]
  • A new ring, Rainbow Ring, has been added. It increases the level of one of the character's skills by 1-5 levels (depending on the effect level)
  • A new effect has been added to all rings: it increases the level of a specific skill by 2-10 if you use that skill
  • A new helmet, Roaring Mask, has been added (replaces the current special skill with Battle Madness)
  • A new passive item, Cat's Talisman, has been added (increases movement and combat speed by 6% while in the inventory)
  • New consumable items have been added: 2 types of Speed Potions and 3 types of whetstones that add extra damage of a specific element

[h3][GAMEPLAY][/h3]
  • Shooting arrows through braziers or campfires now ignites the arrows, converting half of their damage to fire damage
  • Each dash reduces the duration of the "Burn" effect by 2 seconds

[h3][BALANCE][/h3]
  • The damage type of all daggers is now piercing instead of slashing
  • While under effects like "Slow," "Petrify," or "Freeze," the character will use the slowed dash animation (as when out of mana) instead of the normal one
  • The minimum and maximum number of crystals dropped when killing monster champions or bosses are now capped
  • The "Heavy Hand" debuff halves the skill charge rate; the "Speed" effect increases the skill charge rate by the corresponding value
  • The selling price of all rings and passive items has been significantly increased
  • The effectiveness of all passive items with numerical effects has been significantly reduced
  • Explosive creatures will no longer explode upon death if affected by "Freeze"
  • The number of damage ticks from "Burn" is now random (5 to 10 instead of 4), and the delay between ticks has increased (from 0.5 seconds to 0.75 seconds); using barrels of water, wells, or entering water instantly removes the effect
  • The resistance to petrification for all Trolls has been significantly reduced

[h3][MISC][/h3]
  • The local save function has been marked as "deprecated" and will be removed in the future because it does not work properly on most devices
  • Characters using skills like bow or crossbow shooting will now equip the corresponding weapon
  • The "Burning" effect on a character now appears in the list of active effects and displays the remaining duration
  • After leaving the water, only humanoids will leave wet footprints
  • Braziers in the Pumpkinhead arena can now be destroyed, just like in other areas
  • The "Healing Herbs" skill now ignores the presence of the "Dried Ear" artifact (previously, the enhanced effect was immediately replaced with the normal one due to automatic skill activation)
  • The "Bloodlust" effect now shows specific values for HP increase, damage increase, and HP reduction
  • Text has been improved and translations corrected in many places

[h3][FIXED][/h3]
  • The inventory could not be closed with the corresponding button if it was opened to select an item in the Forge or to transfer items to the Personal Chest
  • In the Ultimate version, if the game was minimized after visiting the Camp through the portal, it could reload without its items upon the next load
  • When using a bow with any character other than the Archer, the bowstring and arrow preview were not displayed; conversely, the bowstring remained visible if the Archer switched to another weapon
  • HP regeneration could become negative if the "Vulnerability" effect was applied during an active effect that increased HP regeneration
  • Characters will no longer take damage if HP regeneration is negative
  • If a character replaced one of their skills using a weapon from another class, the skill level could change incorrectly
  • The price of items sold using the "Sell All" button was calculated incorrectly
  • Creatures controlled with the "Mind control" skill were not always displayed in the companion list
  • Rooms with special conditions for appearance (e.g., a room with a caged bug or the Whisperer's room) could still appear even if the condition was not met (e.g., the bug had already been found)
  • Objects in some areas could generate but be non-interactable and allow characters to pass through them
  • Bow or shield damage increased even when an inappropriate off-hand item was equipped
  • Creatures sometimes performed melee attacks even when their attack range was insufficient to reach the target
  • Chargeable skills could be used while stunned
  • The area of effect of "Steel Whirlwind" did not update if the attack radius changed during the skill's duration
  • The "Crimson Seal" could remove the "Vulnerability" effect applied by another source
  • The Earth Spirit's subterranean attack blocked character movement after its completion
  • Loading screens did not work
  • Numerous minor fixes and improvements

Update 1.37.2

Added a new lair, a new Ambush, and another altar, as well as bringing back the long-awaited control settings for keyboard and gamepad!



[h2]CHANGELOG:[/h2]

[h3][GENERATION][/h3]
  • Added a new Ambush
  • Added a new lair consisting of only a few rooms - Rat's Nest (encountered only in the Catacombs)
  • Added a new type of altar - Altar of Speed
  • Significantly reduced the maximum size of floors generated for the Lost Tomb
  • Upon clearing the Lost Tomb, the player will receive a bonus chest, just like when clearing the Rat's Nest
  • Maimed Wolfs now appear in the Catacombs after floor 15

[h3][ITEMS][/h3]
  • Added a new consumable item - "Phalanx Shard". When used, the character instantly teleports to the point where they spawned on this floor

[previewyoutube][/previewyoutube]
[h3][BALANCE][/h3]
  • When cleansing a corrupted altar, there is a chance that several enemies will appear at once
  • Bosses, mini-bosses, and all chests now drop significantly more gold
  • Reduced the influence of the character's level and Guild level on the level of generated monsters
  • Slightly reduced the bonus to base HP and damage dealt, gained by monsters with each level
  • Reduced the base defense stat for all monster champions
  • Animated creatures now shoot more accurately at moving targets
  • Blackleaf Decoction now restores 50% of max HP to each companion (instead of 50 units)
  • Corpse Eater can no longer regenerate HP or level up when killing enemies if a torch is pointed at it or Paralysis is applied; the effectiveness of healing in such conditions is reduced
  • Damage from the Mercenary Mage's "Fire Breath" skill per tick has been significantly increased (from 8% of its normal damage to 24%); it now deals fire-type damage instead of pure magical damage

[h3][MISC][/h3]
  • Control settings for keyboard, mouse, and gamepad have been reintroduced. They have been significantly expanded and now support gamepad calibration and many additional features
  • Added animations for Witches and all types of Orcs
  • Improved impact when creatures take damage
  • The camera will zoom out if the targeted enemy is too far away
  • Power attacks now deal double damage to chests and other destructible objects
  • Captured Souls are no longer displayed in the creature list on a floor, and their defeat is no longer required to clear the floor
  • Certain types of enhanced creatures are now highlighted not only by color but also by additional visual and sound effects (explosive, cursed, and resurrected)
  • Combat speed now accelerates the Berserker's "Steel whirlwind" animation (previously, it didn't change visually)
  • Reduced the required hold time for gamepad buttons to activate instant healing and create a portal after clearing a floor
  • Reduced the camera zoom speed using the gamepad stick
  • Movement speed on the character stats screen is now displayed more accurately

[h3][FIXED][/h3]
  • Returning to the Fortress with a tome that has the effects of "Secrets of Flame" or "Sacred Dogmas" could cause an error preventing the same character from continuing the game
  • Some skills that applied effects to the character could incorrectly remove old effects (e.g., causing HP regeneration to become negative)
  • Pandemonium did not increase the maximum number of summonable creatures
  • When playing in split-screen mode, an error could occur that blocked the ability to move to the next floor
  • If a critical location generation error occurred, the game will now attempt to send the player to the Camp instead of generating an empty floor
  • In the Borderlands, black lines could appear at the edges of floor tiles
  • Objects will no longer generate near chests in dead-end rooms (e.g., traps spawning on top of chests in the Prison)
  • Dropped items from the inventory could sometimes still land directly under the character's feet, causing them to be immediately picked up
  • The Skeleton Giant ignored walls and other obstacles in its line of sight
  • The Burnt Executioner did not crash into a wall during a charge attack and instead kept turning towards the target while running
  • When using the Fel Altar, all of the character's companions were forcibly teleported to them
  • Upon the expiration of any effect that changed a creature's color, the Ogre-Sorcerer no longer appears gray
  • The flame trap activated by a lever, as well as campfires, now deal fire damage instead of physical damage
  • Dying to the Corpse Eater no longer displays a preview of the Skeleton Giant on the death screen
  • Save loading no longer breaks if there is a water barrel on the floor
  • The Skeleton Giant and Zombie Guard now display legs properly when the corresponding setting is enabled
  • When purchasing or upgrading pet abilities in the Camp, the number of crystals displayed in the corner of the screen now updates correctly
  • Reduced the physical size of all allied creatures, making them less likely to get stuck in narrow passages
  • Numerous minor fixes and improvements

Update 1.37.1

Balance improvements, bug fixes, and several new artifacts—the global game rebalance started in 1.37 continues!



[h2]CHANGELOG:[/h2]

[h3][ITEMS][/h3]
- Added 4 new artifacts

[h3][GAMEPLAY][/h3]
- An additional 30 types of monsters are now available for daily "Hunting" quests

[h3][MISC][/h3]
- New tips have been added to the loading screen
- Tooltips for damage and defense types have been edited
- In the character's stats in the dungeon, the specific damage absorption value is now displayed next to each type of defense (in the case of physical defense, this value is averaged for all types of physical damage)
- The mention of duration has been removed from temporary effect descriptions (now it is displayed next to the effect's name)

[h3][BALANCE][/h3]
- The defense point threshold required to reach 90% reduction in physical damage has been halved and is now closer to the values before update 1.37. Each unit of physical armor is now more effective (this also applies to enemies)
- Each upgrade to the pet's defense additionally increases its resistance to all types of magical and elemental damage by 1%
- Updated resistance parameters for different types of damage for pets, as well as defense types
- Reduced the impact of level on the max HP of all creatures
- Reduced the impact of level on the max HP of high-level bosses and monster champions
- Reduced damage and max HP for all types of Statue-Guardians
- Monster enhancements such as "Ancient," "Explosive," and others now significantly less reduce the combat speed of creatures
- Creatures with the "Vampirism" effect can no longer heal by attacking undead or mechanisms
- All creatures that become "shadows" are now considered undead
- Increased the delay between damage ticks for the "Fire Breath" and "Steel Whirlwind" skills; however, the delay before the first damage tick for these skills has been reduced
- Reduced the initial attack area for "Steel Whirlwind" (from 175% to 150% at level 12) and "Crimson Harvest" (from +3% per level to +2% in uncharged form and from +8% per level to +4% per level in charged form), and reduced the bonus to the area for "Battle Madness" for killing an enemy (from 4% to 3%)
- Slightly increased the range of the "Breath of Death" skill (from 5 to 6 meters)
- The "Disease Suppression" effect is now stronger (reduces the duration of negative effects by 20% instead of 15%); the effect icon has been changed
- Skills such as "Barrier," "Vow of Sanctity," and others now do not directly alter the MP regeneration modifier upon use (previously, the higher your MP regen in a normal state, the faster it depleted when using these skills), but instead reduce it by a specific amount. Now, with a sufficiently high MP regen value (thanks to Mind and items), mana can recover even while using these skills
- Any hit taken while using "Barrier" now consumes at least 2 MP
- Updated the skills tied to many types of weapons, and for some, the target attribute upon skill replacement has been changed
- Effects that increase the attack area (e.g., the 'Coil of Rope' artifact) now apply to skills that attack in a straight line ('Breath of Death,' Hunter's lunges)
- The effect of the 'Spark of Restoration' equipment has received a more detailed description; its effectiveness has been increased (from +0.2 HP/s to +0.3)

[h3][FIXES][/h3]
- Weapon speed and character Agility did not affect the frequency of periodic damage from skills like "Fire Breath," "Steel Whirlwind," and "Breath of Death"
- Triggering a trap rune that summons Captured Souls in a narrow corridor could cause the game to crash
- Fixed vibration when playing with a gamepad and on mobile devices
- The 'Steel Whirlwind' skill did not deal damage at level 7
- The "Barrier" skill did not display the property of dealing damage upon deactivation, which is unlocked at level 25
- The effectiveness of the "Battle Madness" skill decreased when upgraded to level 16 (from 6.4% to 6%)
- The damage reduction value from traps was incorrectly displayed for the Scaled Armor effect
- When attempting to place multiple consumable items in the Personal Chest, the inventory window would not close automatically, allowing another item to be placed in the same slot and resulting in the loss of the original item
- When taking damage, the defense from items like the Petrified carapace and similar effects was applied twice
- Using the Smoke Bomb allowed leaving the Grim Paladin's arena after the battle started, causing the player to get stuck outside
- When the effect of the "Empty bowl" artifact triggered, the character took damage
- Removing an artifact without numerical parameters (Old Map, Dried Ear) would remove its effect, even if the character still had a similar artifact in another slot. This also applied to the effects of rings without a level (Concentration, Composure)
- The max HP and damage values of creatures in the Bestiary could be displayed incorrectly.
- The leaderboard on PC was displayed over the cursor if the "Hardware Cursor" setting was disabled