Pocket Rogues is a dynamic Roguelike Action-RPG, played in real time from a top down 2D perspective. Raid endless dungeons, upgrade your guild fortress, and develop your own heroes!
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[b][GAMEPLAY][/b] [list]
[*] A new type of equipment has been added to the game - Rings. There are 6 types of rings with 30 kinds of random effects
[*] The same effects of different pieces of equipment now stack, rather than replace each other [/list]
[b][FORTRESS][/b] [list]
[*] Added a new building - Jewelry Workshop, the construction of which gives access to rings
[*] Added 4th level of the Circle of Masters building, allowing you to automatically use instant healing when moving to the next floor (if available) [/list]
[b][TOWER][/b] [list]
[*] Modifier "Break-through": the level of monsters now depends on the floor, and after spawning, some of them immediately go in search of a character [/list]
[b][MISC][/b] [list]
[*] Mini-boss Warlock got a new attack that destroys walls in his arena
[*] Slightly redesigned Shop on the character select screen: items are now differently tabbed
[*] The Shop can now buy more than one usable item at a time
[*] If you attacked the Merchant, he will stop trading with you until the next visit to the Camp, and if he can, he will take away all the stolen items
[*] The Bestiary displays additional abilities obtained by "enhanced" versions of monsters
[*] Friendly shadows now have a slightly different color
[*] When using keyboard and mouse, the camera now tilts towards the boss
[*] Added current score display to pause screen
[*] Increased target lock range in boss arenas
[*] The building screen can now be zoomed in and out
[*] Reduced brightness of some light sources
[*] Updated the structure of the changelog [/list]
[b][BALANCE][/b] [list]
[*] Obsidian Tower modifier drop chance slightly increased
[*] Bonuses from some modifiers increased
[*] Updated exchange rates for gold and gems
[*] The parameters of many equipment effects have been slightly reduced
[*] Significantly reduced Zombie-Guard harpoon damage
[*] Ancient Guardians (Catacombs) have become stronger, and their projectiles now knock back the target on hit
[*] Passive items now drop less often
[*] The damage from the Grim Paladin's flying hammer is now based on the character's maximum health
[*] Damage from firing traps was calculated incorrectly and was overstated
[*] When the "Blood Magic" effect is active, being in several pools of blood at the same time restores more health [/list]
[b][FIXED][/b] [list]
[*] When using the "Seal of the Damned" skill, skeletons did not appear if the number of enemies on the floor was more than 35
[*] Companions could stop following the character if they lost sight of him
[*] Projectiles got stuck in the creature even if the "Dodge" ability was triggered
[*] Instead of "Monocle" in the inventory and Personal Chest, another item was saved
[*] Paralysis weapon effect not working
[*] Pumpkinhead could continue to deal damage with claws after completing some attacks
[*] The list of effects could overlap the create portal button if there were too many effects
[*] In Group Raid it was possible to start the game without the consent of another player
[*] Creatures resurrected by the "Seal of Death" skill became hostile monsters when loading a save
[*] Resurrected shadows could drop crystals even if they were already dropped by killing a creature
[*] Visual artifacts with lighting display could appear in the Pumpkinhead arena
[*] The camera did not tilt towards some bosses
[*] Monsters in Ambush might not attack right away
[*] Bottomless Bag was not added to the player when loading a save game
[*] Modifier "Pandemic": Poison and Petrification effects could be applied even when taking poison damage
[*] Modifier "Dark Energy": heroes of monsters and even creatures that are already shadows could become shadows
[*] Modifier "No time for vegetable soup": after interacting with the Personal Chest, the skill buttons could disappear [/list]