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]
- 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