Update 1.35.1

Pocket Rogues

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!

[img]{STEAM_CLAN_IMAGE}/33742690/715cfc6fb7daaf5f25a4ad5ed4cc289ebffbd8fe.png[/img] [b][Gameplay][/b] - Items in the inventory can now be sorted by type, price, efficiency and quality [b][Generation][/b] - Added 5 new modifiers for enhanced monsters [b][Items][/b] - 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 [b][Misc][/b] - 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 [b][Fixed][/b] - 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