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Pocket Rogues screenshot
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Genre: Role-playing (RPG), Indie

Pocket Rogues

Steam Trading Cards are now available on Steam!

For Pocket Rogues on Steam, community items are now available: trading cards, badges, profile backgrounds, avatars, and emoticons themed around the game!



For those who are unfamiliar with what this is and how it works: simply by playing Pocket Rogues on Steam, you will receive one card from the available collection until you've collected half of them. After that, you can trade with friends to get the missing cards, or buy them from other players who have listed their cards for sale. By completing the full card collection, you can convert them into a Pocket Rogues badge, which gives you experience for your Steam profile level and can be displayed on your own profile page.



When creating and upgrading the badge, you will receive random items from the Pocket Rogues collection, such as unique profile backgrounds and emoticons, and you will also increase the badge level - up to level 5. By collecting all the metallic (especially rare) forms of the cards, you can create the rarest badge: a metallic one.

Currently available on Steam are:

  • 9 trading cards (one for each class in the updated design, which will soon appear in the game, as well as the classic version of the Warrior, Archer, and Wizard from the tutorial)
  • 10 profile backgrounds (3 backgrounds with characters, and 7 backgrounds with landscapes of locations)
  • 10 emoticons
  • 5 badge levels and a special, metallic badge
  • 4 avatars (available to everyone who bought the game on Steam, without a link to the collectible cards)


Backgrounds and emoticons can be obtained not only by upgrading the Pocket Rogues badge but also by directly purchasing them in the Steam points shop (this is a special currency that you get by buying games on Steam - it has no additional cost): https://store.steampowered.com/points/shop/app/946610

Update 1.36.1

Update 1.36.1 is dedicated to fixing and enhancing many aspects of the game, aiming to make the gameplay much more comfortable. Now, you won't have to spend a lot of time selling your inventory items to the Merchant or worry about accidentally selling/dropping/destroying your valuable items.

And the dungeons themselves have come alive! Now, goblins and certain other creatures are fully animated, as are all friendly NPCs and mercenaries. By the way, did I mention that you can now encounter two new mercenaries?

And somewhere deep within the cold and treacherous depths of the Prison, someone vulnerable and infinitely loyal is already waiting for you...


CHANGELOG:



[GAMEPLAY]
- After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress
- Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock
- After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones
- A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built

[GENERATION]
- After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time
- Several new traps have been added
- Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance



[BALANCE]
- When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%)
- When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp
- The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies
- The base defense value for the item "Silent face" has been reduced from 145 to 105
- Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous
- The level of creatures that appear when destroying objects (like Larvae) has been halved
- When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1

[MISC]
- An automatic backup saving system has been added in dungeons, which should restore progress in case of a crash (but it's better not to rely on it, and save manually through "Save and Exit" in regular dungeons or in the Camp)
- Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory
- All daggers are now displayed on the character when equipped
- All friendly NPCs and mercenaries are now fully animated
- Goblins, trolls, regular zombies, and drowned are fully animated
- Dialogues now display the interlocutor's portrait
- Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map
- The appearance of Goblin-Wizards and Goblin-Executioners has been updated
- The appearance of arrows used by Goblin-Archers has been updated
- The Camp's floor appearance has been updated
- After constructing a Pen in the Camp, a small fenced area for pets will appear
- Some troll sounds have been replaced
- The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability"
- Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed
- The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion
- In Settings, you can disable the display of legs for animated characters (may affect performance)
- Playtime statistics now display hours and minutes separately (previously only minutes were displayed)
- New character statistics fields have been added ("Used Crosses of Life")
- An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon



[FIXED]
- Improved performance with large floor sizes and multiple active objects
- Daily tasks weren't saved when transferring progress via the cloud
- When transitioning between floors, players always ended up in the same version of the Treasury and Ambush
- When using the Rune of Greed, it was impossible to get to the new version of the Treasury
- When upgrading legendary quality items at the Forge, gems weren't highlighted in the inventory, even if the item had empty slots
- When selling items to the Merchant, their value was not displayed in the inventory
- When buying consumables, it wasn't possible to manually enter a specific quantity
- Cells on the pet ability purchase screen did not adapt to wide screens
- When killing enemies with a weapon that has the "Exploder" effect, they were counted twice in task completion statistics
- The "Murderer" effect was incompatible with the "Empty bowl" artifact
- Cursed items lost their negative effect when upgraded at the Forge
- The Source of Corruption did not attack the enemy
- Wights used the "Jump" ability too often
- Effects applied to NPCs in the Camp persisted indefinitely
- Boxes from which a rat might jump out simply broke when approached by a character after clearing a floor
- Using instant healing after clearing a floor or a Well, mercenaries and pets didn't restore their HP
- The lock icon was not displayed on the buttons of the second and third artifacts if the corresponding level of the "Artifact Workshop" building was not constructed
- When opening the mini-map while moving, it shifted in the direction the character was moving

Update 1.36

The new massive update significantly overhauls the entire pet development system in Pocket Rogues. Now each improvement will be much more meaningful, and each of your pets will be much more unique and customizable.
In addition, in update 1.36 improved multiplayer (yes, it's still in Beta): now you can play with three players, and you can create rooms in two more locations!


CHANGELOG:



[GAMEPLAY]
- Each pet, in addition to the standard ability, now has 4 slots for additional ones (such as Immortality or Vampirism), which can be freely combined. New slots will become available after leveling up the pet, and new abilities can be obtained by defeating monster champions and mini-bosses in dungeons
- All pet abilities have 3 levels and can be improved with skill points and gems
- Unlocking unique perks, such as new Obsidian Tower mods or item blueprints, are now displayed on the summary screen
- Pets and mercenaries (but not summoned creatures) can now be set to one of five behaviors: normal, defensive, aggressive, hold current position, and ignore enemies. The type of behavior affects the movement speed of the creature and the radius in which it notices enemies
- Barrels and troughs with water can now be used to restore some of the HP (the water from the trough has a chance to poison the character)
- Minimap size can now be customized


[GENERATION]
- Added new Ambush
- Added new Treasury
- With a 20% chance, instead of a regular altar, a "cursed" version of it may appear: in order to use it, you must first defeat several waves of monsters

[MULTIPLAYER]
- "Burial Mound" and "Adamantite Garden" locations are now available for creating rooms in multiplayer (Ultimate version required)
- Added the ability to create rooms for three players (Ultimate version required)
- Added the ability to change the connection server (three regions are available: Europe, USA and Asia)
- Clicking on the character icon in the lobby will display the nickname of the player who created the room
- Improved multiplayer stability


[BALANCE]
- The starting level of the bosses that occur between locations in the Obsidian Tower now depends on the floor from which the descent began
- Level of mini-bosses accessed through gates in the Obsidian Tower is no longer tied to the level of bosses between floors
- The base stats of pets have been increased, and the improvement of each of them is now more effective
- "Immortality" of pets now works a limited number of times, after which the pet will disappear until the next visit to the Camp (the resurrection counter is reset if the creature is alive when visiting the Camp or if the player used Decoction of Blackgrass)
- Decoction of Blackgrass can be dropped from more monsters
- Pet "Lynx" no longer has the standard ability "Collect Coins" (this ability is available for purchase and use by any pet)
- Pet "Golem" no longer has the standard ability "Resistance to diseases" (this ability is available for purchase and use by any pet)
- Creature ability "Vampirism" is now calculated according to the damage dealt, instead of the base damage
- Mutually exclusive ring effects can no longer be generated on the same ring
- The cost of all improvements to the Menagerie building above level 1 has been increased
- Base HP of "Grim Paladin" boss reduced from 635 to 540
- Increased the cost of selling blacksmith stones and ingots
- Blueprints no longer drop if the player has completed less than 12 raids

[MISC]
- Equipped shields, books and grimoires are now displayed on the character
- Appearance of pets now changes when they reach levels 15 and 30 (previously it happened after levels 10 and 25)
- Changed minimap icons for chests and stairs
- Objects like sacks and small crates (which never drop loot) are no longer displayed on the minimap
- Added the ability to quickly enable/disable sound effects and music in Settings
- Updated appearance of Altar of Battle, Altar of Defence and Altar of Fighting Spirit
- Updated tab icons in the Bestiary
- Added alternate floor view for Crypt of Emptiness
- Passive items can now only be sold one at a time
- To move the camera to an ally, its icon now needs to be held for more than 0.2 seconds (normal pressing opens the menu for setting the behavior of the satellite)


[FIXED]
- When visiting the Lost Tomb with "Downworld Expanses" or "Brave Downworld" modifier active, the game could freeze
- Players might experience a black screen when entering the Treasury in a group raid
- When minimizing the game during loading, a black screen could occur
- When switching between the game and other windows, the entire screen, except for the interface, could turn black until the next restart of the game
- The effect "Stun" did not affect the player's characters
- Drawings of some items disappeared when transferring the save to a new device
- Multiple passive items could sometimes be stacked in one inventory slot
- When choosing a second item in the Forge, items that were not suitable for combining were not darkened
- When upgrading items with standard effects in the Forge, the total number of free sockets for effects could be less than it should be
- When using Rune of Sanctuary or Rune of Greed, two portals appeared at once in multiplayer
- When controlling with a gamepad, navigation in the inventory did not work
- Rating points in the Tower could be incorrect for surviving characters
- When destroying a tombstone (in the Lost Tomb) with a fireball, skeletons did not appear from it
- Minimap could remain open when moving to the next floor
- When the Pandemic modifier was active, the effects of poisoning and petrification were applied instantly, instead of filling the corresponding gauge
- Pets could not attack Nightmares
- Pet ability "Collect Coins" may not work properly
- The "Tower Shield" effect did not work properly
- Near the Ancient Guardians, the sound of a shot was continuously played
- When resurrecting with the Cross of Life, the animation of the character could be broken
- Chat messages overlapped each other when there were too many of them
- When loading a saved dungeon or leaving the camp gate, the state of the buttons for instant healing and creating a portal were not loaded, as well as the original number of monsters on the floor
- When the character moved, the picture could lose clarity
- Minimap zoom was reset when going to the next floor
- Improved optimization and fixed many small bugs

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

Update 1.33



Meet the Blacksmith in your Camp - the master of combining items, mixing potions and enchanting equipment!

[FORTRESS]

  • Added 3 new buildings that add the Blacksmith to the game and expand his capabilities
  • Added the "Caravanserai" building: now the probability of getting into the Camp is affected by it, and not by the "Wandering Merchant". For everyone who has previously built the Wandering Merchant, the level of the new building will be automatically increased
  • Added "Asylum" building: now, to access the Cauldron in the Camp and the Personal chest, 2 levels of this building are required, and the 3rd level opens the second Personal chest. For everyone who played before, the level of the new building will be automatically increased
  • Added the ability to view previous and future improvements for each open building
[GAMEPLAY]

  • After the construction of the "Field Forge", a Blacksmith will appear in the Camp, who can improve equipment
  • To increase the characteristics in the dungeon, you now need 1 level of the Guild Halls. For everyone who previously built Guild Halls, their level will be automatically increased by 1
  • The Merchant can now buy any items without the need to increase the level of his building, but without improvements, the sale cost will be 25%, not 50%
[ITEMS]

  • Each gem (Sapphire, Ruby, etc.) now has a number of special effects. The Blacksmith can insert such stones into empty slots of equipment to apply a random effect on it from the list
  • Added 3 new gems
  • Silver ingots are now used to upgrade equipment
  • Added a new usable item - "Vault Rune". When you use it, a one-time portal opens, which allows you to get to the Camp
  • Ice Bow and Stick of Cold has a new standard effect - "Frost"
  • "Silver Coin" has been replaced by "Rusty Coin", which is now an artifact that increases the value of each gold coin picked up by +1
  • Updated filters for auto-parsing items in Settings
[CONTROL]

  • When rotated with the right stick of the gamepad, the RT, LT and LB buttons are used to apply skills
  • Camera shift when turning with the right stick of the gamepad can be disabled in Settings
  • Running on the gamepad is now activated not only when holding down the left stick, but also when holding down the interaction button
  • Virtual stick parameters updated
[BALANCE]

  • The effect of the weapon "Burning" now works on the enemy not always, but only with a 15% chance. Elementals and Demons are no longer affected by this effect. Damage dealt by the effect increased (from 30% of the original damage to 50%)
  • The effect of "Bleeding" no longer affects mechanisms
  • Stepping into the fire, any creature (except elementals and demons) will be set on fire with a 20% chance
  • The "Weapon Art" effect, as well as the temporary effect from the Sharpening Stone, now increase all damage done by the character (taking into account Strength and other bonuses)
  • Removed daily quests related to finding items
  • Expanded the list of monsters that can be targeted in daily quests. The base number of monsters that must be destroyed to complete the quest has been increased
  • Bone Terror can now destroy walls in the Sunken Grotto
  • The bonus to attack speed from the character's Agility is slightly reduced
  • Ancient Guardians and Fel Sources have become slightly more dangerous
  • Poison Lakes in Catacombs will now spawn more Slime, but you no longer need to destroy them to clear a floor
  • Monster champions no longer spawn in dungeons if Forgotten Keeper has not yet been defeated
  • Monster champions gain more HP per level
[MISC]

  • Replaced icons of some effects and items, as well as all buildings in the Fortress
  • Added new sound effects and replaced some old ones
  • Added additional visual effects for poisoning, burning and bleeding that are displayed on creatures
  • Updated the effect of the "trail of attack" for melee. It now displays the real range and attack radius of both creatures and the character
  • Updated the appearance of the Altar of Knowledge
  • Characters are right-handed again
  • The quality of items is now displayed in the Personal Chest
  • Found in dungeons schemes for buying items in the Fortress are now called "blueprints" rather than "recipes"
  • Mini-bosses found right on the floor are now called "monster champions" instead of "monster heroes"
  • Changed the appearance of the pop-up message informing about the receipt of a new blueprint or modifier
  • Building "Forge" renamed to "Arsenal"
  • Removed the pop-up inscription "Level Up"
  • Significantly reduced the durability of walls with ore in the Sunken Grotto
  • Button "Forgot your password?" is now visible immediately when you open the login window
  • Slightly changed the appearance of the walls in the Forgotten Keeper arena
[FIXED]

  • Music sometimes stopped playing
  • The slowing effect on monsters was incorrect
  • Hunter skill "Web Arrow" did not slow down monsters
  • Skill of the Archer "Elven Shot" could destroy the object several times
  • Attack speed of creatures and character could be calculated incorrectly
  • Some weapon effects did not work
  • Pets no longer try to destroy the Merchant's chest if it gets in their way
  • The Obsidian Tower may have problems with resizing locations
  • Floors cleared in the Obsidian Tower are counted as floors cleared in normal locations
  • Auto-destroy settings did not work correctly with rings
  • "Bandages" and "Shining Stone" increased HP and MP regeneration significantly more than the description stated
  • It was possible to buy items from the Merchant even if there is no room in the inventory
  • Effects of passive items could be duplicated
  • "Ranger's bow" was displayed incorrectly on the character
  • The number of inventory slots available with the Bottomless Bag may not be correct after loading a save
  • The text on the Sign may have changed upon reopening
  • The achievement "Just For Lulz" was not obtainable

Update 1.32.2



Changelog:

[GAMEPLAY]
* Power attacks can now be used by pressing the button, just like normal

[MULTIPLAYER]
* The lobby now displays already started raids
* "No Mana" pop-up text is no longer displayed above other players

[FIXED]
* Groups of monsters could be outside the floor
* On high floors, a penalty to the prices of the Merchant appeared, even if the player did not attack him
* Sometimes it was possible to pick up multiple consumables instead of one
* Items from the inventory may not be sold when the character dies
* The trade window was displayed incorrectly if you approach the Merchant, having previously opened any tab except the inventory
* When exiting the Camp, summoned creatures and pets could appear inside the wall
* When crystals on the walls were destroyed in a group raid, their background did not disappear after loading the next floor
* HUD sound played twice when selecting items in inventory
* When playing with the keyboard and mouse, the "click" sound could be repeated continuously
* Throwing out rings may not have their effects disappear
* Weapons thrown by Zombie-Guardsman and Giant Skeleton dealt damage even after being stuck in a wall
* The cost of modifiers for the Obsidian Tower may not display correctly
* Hunter could freeze in place after using "Crossbow Volley"
* Received negative damage increased the strength of the shield, which is received from the Steel Ring
* Vertical sync didn't work
* Navigation in filter settings did not work correctly
* There were two vibration switches in Settings, one of which did not work