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Pocket Rogues News

Update 1.35.3



[MISC]
- Updated the appearance of slots for items in the inventory (and also improved its performance)
- In Settings added the ability to disable the automatic connection of the gamepad

[BALANCE]
- Creature ability "Explosion (Allies)" now deals damage to all creatures, not just allies (regular "Explosion" only deals damage to enemies)
- Characters who returned to the Fortress alive now always start a new descent with full HP

[FIXED]
- Floor loading could get stuck in Adamantite Garden and Burial Mound if any modifier is enabled that increases the size of the location
- Some creatures could not be killed
- Several chests could be generated at one point
- "Lavra" was not displayed in the Bestiary
- Creatures did not use "Crossbow Volley", despite having the corresponding skill
- Rings lost their quality when playing in multiplayer
- In multiplayer, the summary screen would freeze if you tried to return to the Fortress through the dialogue with the Mentor
- Hostile archers did not chase the enemy if he was in their line of sight, but out of the attack zone
- Sometimes extra walls could be generated in the wrong places
- Icons in the inventory changed their size depending on the screen of the device
- When picking up the Rune of Greed, it could disappear if one was already in the inventory
- The weapon effect "Exploder" dealt damage to the character himself
- Creatures on which "Control" was applied could ignore nearby enemies
- In the item shop, the description of books for the Mage was incorrectly displayed
- Item upgrade progress was not displayed in the inventory

Update 1.35.2



[GAMEPLAY]
- The PC version has the ability to play together on the same screen. To do this, you will need at least one gamepad. Steam Remote Play Together is also supported.

[GENERATION]
- Added some new rooms for Catacombs and Abandoned Prison

[ITEMS]
- Added 8 new artifacts
- Updated drop lists for most items



[MISC]
- The mini-map is now saved when visiting the Camp or the mini-boss gate, as well as when loading a saved dungeon
- Icons of some items have been replaced
- "Survivors" characters can now freely end the game at any stage of the main campaign (including if they started the game from the boss location) and go to endless dungeons
- The settings of the Obsidian Tower can now be changed even if the character has already played in it and returned to the Fortress alive (the selected modifiers only affect the rating points that were received in the current run)
- While playing in campaign mode, the player no longer receives rating points, since these points were not taken into account anywhere
- Inventory background color now changes slightly depending on the character's current class
- Improved the quality of monochrome icons, some of them are completely redrawn
- Consumables can now be placed individually in the Personal Chest and taken from it
- The player will see a warning window if they have not confirmed the distribution of skill points in the dungeon and try to switch to another inventory tab
- The Mentor will now appear in the Camp after passing 5 floors of the Crypt of Emptiness and will allow you to return to the Fortress, even if the player has not yet killed the Forgotten Keeper



[BALANCE]
- Items modified in the Forge with a silver ingot now retain the same quality and effects
- Improved intelligence of shooters: they will tend to keep distance with the enemy if they do not have melee skills
- Summoned creature explosions (Heretic Grimoire effect) no longer damage allies
- Changed the parameters of some artifacts (Tentacle now gives the character 8 MP instead of 10; Armadillo Carapace increased defense by 40 instead of 30; Beast Claws damage dealt by 3 instead of 2)
- Damage reflection effect applied to creatures near idols in the Lost Tomb has been greatly reduced
- When a creature receives the "Ghostly" prefix, its movement and combat speed is now reduced rather than increased
- Bieses, Imps and Fire Hounds now have 85% fire trap damage resistance

[FIXED]
- Monsters used to be able to keep attacking Dog (and other immortal companions) even when he is "stunned"
- The health of monster champions could increase after reloading the location
- After reloading the location in a normal dungeon, the Merchant refused to interact with the player
- When skipping the score line on the totals screen, the score did not take into account the Obsidian Tower modifiers
- It was not possible to create a new item in the Forge if the original item had a legendary quality
- The cost of creating new items in the Forge could change if you swap the combinable items in places
- Companion name and stats could be displayed in a different language
- Coffins in the Lost Tomb always spawned the maximum number of monsters instead of random
- Near spider nests, webs could generate inside walls
- The "Breath of Death" skill could be used while playing other animations
- The weapon effect "Reaping" did not work with the Berserker's "Frenzy" skill
- Aura of Viscosity, Inner flame, Flame of Holiness, and Flame of Fel effects could affect allied creatures
- In the Obsidian Tower, it was possible to select a higher starting floor than the current maximum cleared floors
- "Auto-lock target" did not work when controlled using the keyboard and mouse

Update 1.35.1



[Gameplay]
- Items in the inventory can now be sorted by type, price, efficiency and quality

[Generation]
- Added 5 new modifiers for enhanced monsters

[Items]
- Added 5 new equipment effects and 4 new weapon effects
- Added a new type of rune - Rune of Greed, which creates a one-time portal to a random Treasury
[Balance]
- All non-attacking skills now also get a speed bonus from the character's Agility (but not from the equipped weapon)
- Level of mini-bosses increases more balanced
- The "Exploder" effect no longer deals damage to the character and his allies
- The level of creatures raised by the "Dark Ritual" effect is now equal to half the level of the killed creature, but not lower than the character's current Intelligence
- Green chests now drop not only artifacts and rings, but also runes
- Adjusted mana cost for some skills
- The cost of buying back items from the Merchant is now 20% higher than the selling price

[Misc]
- When inflicting a critical attack, the damage numbers are now highlighted not only by size, but also by "!" at the end, and a special sound effect is played
- When attacking with melee weapons on the walls, sparks will fly off from them. No practical purpose, just cool :3
- The lunge animation (Hunter's standard attack) now more correctly reflects the movement of the sword
- Enemies splatter more blood (for the Blood God!) on attacks
- In the Bestiary, when clicking on a monster modifier, increased stats are now displayed in green, decreased stats are displayed in red, and increased experience is displayed in yellow

[Fixed]
- Chance to deal critical damage with a bow shot was calculated incorrectly
- Assassin's Guild crit chance bonus was calculated incorrectly
- The "Through Shot" skill did not pierce enemies through
- Agility did not affect the speed of crossbow shots
- Effects "Walk" and "Battle march" did not work
- When upgrading items in the Forge, the final item could be determined incorrectly, due to which the improvement process "broke"
- When stats were upgraded to level 50, the UI moved slightly to the side
- During the application of some skills, the character froze in place
- The color of creatures with the "Plague" modifier was incorrectly reset after some effects ended
- The effect of creature modifiers on its defense was not displayed in the Bestiary
- Descriptions of some monster abilities were not displayed in the Bestiary
- Artifact auto-destruction didn't work
- With the "Breakthrough" modifier, Spirits of Stone spawned in the Grotto instead of Spirits of Earth
- Merchant clothes affected the price of items previously sold to the Merchant and bought back
- It was impossible to redeem items sold to the Merchant if the level of the "Merchant's Shelter" building is lower than 4th
- When the "Auto-equip" setting was enabled, items for the second hand removed two-handed weapons from the character
- When discarding an equipped two-handed weapon, the animation type was not reset to one-handed
- Lots of minor fixes

Update 1.35

- Ukrainian language added to the game

[GAMEPLAY]
- Completely updated animations for all player characters. Now they display the movements of individual body parts and are much better readable (animations of creatures were not affected)
- Most skills and hits no longer stop the character, but almost always significantly slow down their movement
- Items sold to the Merchant can now be bought back at the same price (before moving to another floor or reloading the location)
- While running, the character now looks in the direction of movement, even if he is fixed on the target



[GENERATION]
- Completely updated appearance of most dungeons. Wall and floor texture resolution increased from 16x16 to 24x24
- "Ancient Executioner" renamed to "Burnt Executioner". Now he can be found not only as a monster champion, but also as a mini-boss
- Generation of the Abandoned Prison has been completely reworked: now it uses manually created rooms (more than 40 rooms)
- Added new rooms for Catacombs
- Added new Treasury
- Added new environment objects; more objects and containers are generated per floor
- Passages to the room in which the player appeared, if possible, will be blocked by doors or barricades
- In the Catacombs and the Prison, you can meet the Merchant right on the floor



[FORTRESS]
- Updated names and descriptions of some buildings

[ITEMS]
- Added a new ring - "Hollow". It has no standard effects, but always gains one additional random effect (or an additional level for the existing effect)
- All axes, arrows and crossbow bolts are now displayed on the character when equipped
- The item "Mage's battle staff" has been renamed to "Arcane staff"

[BALANCE]
- Updated the formula for calculating levels and stats for mini-bosses and monster champions
- Warlock mini-boss got a new attack. Also, after teleporting, he now instantly turns to the target, and his shield can be broken
- Mini-boss Pumpkinhead no longer regenerates health during combat
- The effects "Aura of Endurance" and "Aura of Magic" have been renamed to "Spark of Life" and "Spark of Magic", respectively, and now only affect the character himself
- Goblin Druids can now summon Rats in combat
- Reduced the cost of the building "Circle of Masters"
- The "Inferno" skill now deals significantly more damage to monsters (10% of the total damage per skill level, while before it was +10% to base damage). It also now deals fixed damage to crates and chests
- "Flame Breath" now deals damage after a short delay instead of instantly
- The effectiveness of the "Rumble of Battle" skill now increases by 0.1% per skill level (previously - by 0.5% per 5 levels)
- When resurrected using the Cross of Life, the character instantly deals 10 times the damage of his attack to nearby monsters, but not less than 50 damage (previously this damage was always 50)
- The torch in the character's hands, as well as the "Paralysis" effect, now stop the regeneration of mutants when they are poisoned
- Changed the amount of score points that the player received for killing some monsters
- Decreased wall durability in the Sunken Grotto



[MISC]
- Interaction button position can now be changed
- When completing a descent through the pause screen in the Camp, the character now automatically becomes a survivor, and not abandoned
- The trail behind the character when dashing has become more noticeable
- Updated the sound effects of the fight with the Warlock and the Weaver
- The number of the current floor on the Map (if the character survived and has already played in this location) no longer hides the max. number of floors cleared
- Crates and barrels are a bit smaller
- Added support for 2560x1440 screen resolution
- Redesigned control system (yes, again)
- Redesigned localization system



[FIXED] - Significantly reduced the loading time of levels in the PC version of the game
- Dash sometimes triggered with a delay or in the wrong direction
- The influence of the level of some bosses on their characteristics was calculated incorrectly
- The speed of restoration of HP and MP depended on the current FPS value
- Access to the locations "Burial Mound" and "Adamantite Garden" did not open after killing the King of Bones
- Bosses "Forgotten Guardian" and "Grim Paladin" did not always level up after killing them
- Some mini-bosses and monster champions could visually "fall through" walls during their attacks
- Slow runes, when activated, not only applied the effect, but also dealt damage
- Effect "Paralysis" worked incorrectly
- Effect "Dark Ritual" worked with a probability of 100% (instead of 10%)
- Poisonous rivers in the Catacombs could poison the character through the wall
- Treasuries might not have bags of coins

Update 1.34

[GENERATION]
  • Added a new mini-boss. Its gates can be found in all locations, except for the Catacombs, Prison and Borderlands
  • Added a new type of generation - "lair" (and one sublocation of this type). The lair is a unique one-story dungeon that can be entered through a gate in any normal dungeon
  • Gates are now generated more often, and two altars can appear on the same floor at once
  • Small rooms are now more common in the Borderlands


[GAMEPLAY]
  • Added the ability to return to the Fortress alive. To do this, visit the Camp after the first kill of the Forgotten Keeper
  • Updated the summary screen at the end of the descent
  • Added chat to multiplayer. Be polite and respect your allies!
[FORTRESS]
  • Added 2 additional levels to the Alchemy Lab building that reduce the cost of combining consumable items


[ITEMS]
  • Added 12 new recipes for the Forge


[BALANCE]
  • Inventory items are no longer sold on character death or when ending the game via the pause menu. Now the automatic sale occurs only when returning to the Fortress from the Camp (the price when selling through the Merchant and when returning to the Fortress is the same)
  • The base cost of selling (both to the Merchant and when returning to the Fortress) of all items of equipment has been increased by 4 (!) times
  • "Underground Protein" modifier now increases max. the level of generated monsters by 100% (was by 150%)
  • After each purchase of "Potion of Oblivion" or "Serum of Oblivion", the cost of the next similar potion is increased by 100 gems
  • Pet Golem is now an elemental (previously it belonged to the class of animals)
  • Pets and mercenaries are now more difficult to distract the boss from the character
  • Item drop chance is now more balanced and more dependent on creature type (common, special, elite, etc.)
  • The "Range" effect now affects the range of the Hunter's lunges, and not just normal attacks
  • Bleeding no longer affects undead


[MISC]
  • On the character selection screen, you can now view their description and characteristics, as well as detailed statistics (it starts to be taken into account only after this update)
  • The world map now displays a record score for each of the locations (on the "Rating" button)
  • Inventory now shows total item prices instead of base prices
  • Text in dialogs is now animated
  • Added new hints on the loading screen and on the signs in the dungeons; some old tips edited
  • Changed icons of some items
  • Changed the appearance of the Goblin-Druid
  • Updated some sound effects
  • Companions will no longer come close to the character if possible
  • When receiving new blueprints or modifiers, the volume of the music will be temporarily reduced so as not to drown out the corresponding sound effects
  • The color of the damage pop-up numbers is now different if the shield is hit by the Steel Ring
  • The table next to the Blacksmith can now be broken (in case an item is accidentally thrown there)
  • During tutorial, the character now receives a wooden sword
  • Disabled camera shift to the target when controlled using the keyboard and mouse
  • Added support for 2400x1080 resolution
  • Changed "Target FPS" parameters due to low demand: values 144 and 240 are replaced by 90 and 120 respectively


[FIXED]
  • Part of the equipment could be lost if you pick up the item from the Personal Chest when the inventory is full
  • HP and MP regeneration could occur even on the pause screen
  • The level of companions may not be displayed correctly
  • Creature levels and upgrades might not load properly after saving in a dungeon
  • Effects "Feather" and "Fortitude" were not displayed in the character's attributes
  • The tutorial boss fight could start before the character was in his arena
  • Wizard's books, equipped on the character, increased not only MP, but also defense
  • Ring effect levels might not match the quality of the ring if it had an effect that had no levels
  • Creature levels in the Bestiary might not display correctly
  • Monsters resurrected as shadows could disappear too quickly
  • In the Catacombs, it was possible to meet monsters that did not correspond to the current floor
  • Christmas trees and gift boxes were sometimes undestroyable