Aug 18
Pocket Rogues - Ortan
A perk system has been added, dialogues in the Fortress, and also a new sub-location — the Predatory Lair!


CHANGELOG:

[GAMEPLAY]
  • A passive abilities (perks) system has been added; characters earn perks by clearing floors and defeating bosses. 34 perks are available, including 10 class-specific ones (available only to certain characters). Each character can obtain up to 4 perks and upgrade them to level 3 (in the Ultimate version, the number of perks can be increased to 8, and their max level to 5)
  • A dialogue system has been added to the Fortress, allowing conversations with several NPCs: they teach new players the basic mechanics and explain some setting details. Most dialogues become available after building certain structures
  • New building added — "Tavern". Once built, all characters will receive the "Rest" effect every 8 hours (an experience bonus that stacks with others) for 10–20 minutes of real time
  • New building added — "Foragers’ Post". Once built, when descending to the next floor, if the current one has been cleared, gold from all intact containers will be collected automatically, and items left on the ground will be dismantled
  • You can now set behavior for all summoned creatures, just like for pets and mercenaries
  • Added the option to set behavior for all companions in the party at once
  • Gold accumulation in the Mine is now tied to server time and cannot be collected in offline mode (all other functions still work offline)

[GENERATION]
  • A new side area accessible through gates on a floor has been added — Predatory Lair (the gates can be found in most locations after the Grim Paladin has been slain)
  • A new altar has been added — Blood Circle (when multiple living enemies are slain within its bounds, a cursed item of random quality appears)
[BALANCE]
  • Significantly increased the bonus to max HP and damage for high-level monsters
  • Significantly increased HP and damage values for all creatures summoned by the Necromancer
  • The weapon effects Vampirism and Searing now restore a fixed amount of HP and MP; Vampirism works only when killing a living enemy (humanoids, beasts, and demons)
  • Physical damage that a specific defense type is vulnerable to is now even more dangerous (e.g., if previously 10 points of heavy defense reduced piercing damage by 2%, now it’s only 1.5%)
  • Chest quality in the main bosses’ arenas now depends on their level
  • Killing the Royal Executioner now grants more loot than before, while Pumpkinhead grants less
  • Nightmares now have a delay between attacking and teleporting, as well as before the first teleport after loading a floor
  • If a chargeable skill is held for less than 0.3 seconds, its effect will not trigger
  • The passive item "Stone of the Depths" is no longer available for purchase by default for new players — its blueprint must be found first (existing players keep it)
  • The monsters’ "Poison Attack" ability now scales with their level
  • Bleed damage now ignores a creature’s defense and a raised shield
  • Time between enemy waves spawning at defiled altars has been reduced to the minimum
  • Creatures created by the monsters’ "Separation" ability now move more slowly than the original (previously their speed was increased) and attack less often
  • Ranged combatants will more actively try to flank the opponent rather than only retreat
  • After the first kill of the Bone King and the Grim Paladin, the player is forced into the Camp

[ENVIRONMENT]
  • In Treasuries, Camps, and Ambushes found in the Dungeon, as well as in the Bone King’s arena, the same wall type as in the main dungeon is now used
  • Updated the appearance of some older environment objects that had overly low resolution
  • Many environment objects will now be displayed as debris after being destroyed (can be disabled in Settings)
  • Added a music theme for the battle with the Warlock
  • Added new sounds for many destructible objects that previously had none
[INTERFACE]
  • The surviving character’s equipment will now be displayed on the character selection screen, even if the Arsenal has not yet been built
  • Stats and effects of items equipped by the surviving character can now be viewed in the Fortress
  • Rings and artifacts worn by the surviving character can now be viewed or sold while in the Fortress
  • The number of screen resolutions available in Settings has been increased; for convenience, they are now sorted by aspect ratio
  • Updated the look of the load/save window: comparing the current save with cloud data is now more detailed
  • The name and description of active Obsidian Tower modifiers are now shown when clicked on the pause screen
  • The background image resolution on the Fortress screen has been doubled
  • Updated the location info screen on the World Map: the name and icon now take up less space, and the type of endless dungeons is explicitly indicated in their description
  • Updated the gold collection animation in the Fortress
  • Added a tooltip when there is no inventory space to purchase an item
  • If the Guild Halls level is insufficient to upgrade an attribute, a corresponding hint will be shown on the character selection screen

[MISC]
  • Fatmen, Slimes, Wild Werewolves, and Nightmares are now animated
  • If you try to break the Merchant’s or the Whisperer’s property, they will warn you not to
  • Headgear no longer replaces the character’s current hairstyle
  • Coins, crystals, and any items that drop in impassable areas will be auto-collected
  • Boss levels in the Obsidian Tower are now tracked per character and are preserved when transferring progress via the cloud
  • The “Junkyard” building now becomes available after building the Tavern, not the Infirmary
  • Using the “Shadow” skill is no longer interrupted when opening the inventory
  • Pet ability icons “Taunt” and “Caution” have been updated
  • The equipment effect “Rest” has been renamed to “Vigor”
  • The character’s legs are now always shown (the corresponding setting now affects only other creatures)
  • Improved performance in the Ambush with the bridge
  • Improved performance when spawning many visual effects at once
  • The map border (where walls give way to darkness) now fades smoothly using a gradient
  • During sprint, the camera will shift in the character’s movement direction

[FIXED]
  • The character could end up beyond the dungeon walls by pressing the “next floor” button during a dash
  • Added an extra check to prevent loading a character without items if the game froze during floor generation
  • When trying to load a previously saved dungeon, tapping below the load button could accidentally switch the game language to Brazilian Portuguese, sending the player to the Fortress menu instead of the dungeon
  • After visiting the Camp in the Abandoned Prison, closed rooms did not become visible upon being opened until the player entered them
  • Porcupine turned visually into a Beetle after level 30 instead of using its own “adult” appearance; it also failed to display inside the pen in the Camp
  • Companions set to “hold position” ignored enemies until those attacked them first
  • A previously found blueprint for the item in use could disappear if, after buying the item in the Fortress, the player tried to stash more copies in the Personal Chest than were purchased
  • Creatures spawned on another monster’s death could sometimes appear inside walls
  • The Grim Paladin might not visually enter phase two, even though his behavior changed
  • Could not set the Obsidian Tower starting floor to the highest available when a “survivor” character was selected
  • Using the Phalanx Shard in the Grim Paladin’s arena could place the character outside the arena
  • The effect of the “Shadow” skill was not interrupted if partially charged attacks were used instead of normal ones
  • After buying a shield in the Arsenal, it could not be unequipped in the Fortress
  • After a Berserker used the Handheld Crossbow and unequipped it, the power skill did not reset, and the Crossbow could reappear in hand after loading a save
  • After being resurrected by the Cross of Life, an active skill could hang, and parts of the character’s body could shift
  • The monsters’ “Trickster” ability (chance to dodge any attack) did not work
  • After loading from the cloud, the max score might not update because it didn’t account for points from previous runs
  • In the inventory it was impossible to improve attributes if the player used an item that adds damage of the same type as the equipped weapon
  • Hobgoblin Hunters did not throw spears when standing flush against a fence
  • “Cursed Souls” projectiles, when fired through a suspicious pipe, damaged the character even without passing through the pipe
  • Max attribute level was calculated incorrectly with respect to the Guild Halls level
  • A single tap on a skill sometimes triggered with a delay, unlike holding the button
  • Fire beetles and beetle hatchlings played an inappropriate roar sound
  • The “Hold to Run” and “Auto-Switch Gamepad” settings reset when moving to the next floor
  • The camera could freeze if a boss was killed immediately after loading its arena
  • The camera kept following a previously controlled creature if, when control ended, the player was holding its icon
  • After Subjugation ended, a creature could remain neutral to the character and not attack first
  • Knockback from enemy attacks and projectiles barely worked
  • Attempting to move to another floor immediately after loading the current one could cause an infinite loading loop
  • Saws in some rooms in the Prison disappeared after loading a save
  • When choosing the Archer or Wizard after finishing the tutorial, the equipped artifact could disappear
  • A mercenary warrior’s shield now appears in his hand rather than under it
Feb 22
Pocket Rogues - Ortan
New rooms have been added for generation, a new pet has been introduced, and stability has been improved!

CHANGELOG:

[GENERATION]
  • Added 15 new rooms for the Catacombs
  • Added 2 new rooms for the Rat's Nest
  • Reworked some old rooms in the Catacombs and Prison

[MISC]
  • Added a new pet – Porcupine
  • Liches and Archliches are now animated
  • The monster ability "Summon" no longer activates instantly but has a unique animation; some monsters can now summon more than one creature per use
  • Ratmen tents can now be destroyed
  • The appearance of item and pet slots in the shop on the character selection screen has been updated
  • Updated outdated preview images for the Goblin-Captain and Grim Paladin; all boss and champion previews are now smaller and aligned in the same direction
  • When starting a new game, the language will be selected automatically if the system language matches one of the supported languages
  • When using a gamepad, running is now activated by pressing instead of holding the button (this can be changed in Settings)
  • The loading screen now remains visible until the floor is generated, instead of freezing on a black screen
  • Updated the icon sizes of many creatures in the Bestiary
  • Added a text hint on the account creation screen explaining its purpose
  • When trying to save or load a game from the cloud, the login window will appear if the player is not logged in
  • Optimized the "Darkening Screen Edges" setting

[BALANCE]
  • The "Bloodsucker" effect now restores HP five times faster, and its range is twice as large, but blood pools around the character deplete quickly upon activation
  • The attack speed modifier for weapons in the Berserker's hands is now averaged instead of summed
  • The poisoning effect near the poison river in the Catacombs has been weakened
  • Damage from poison and bleeding can no longer be critical
  • Killing summoned creatures no longer grants experience and gold
[FIXED]
  • If a generation error occurred and the floor was empty, the character will automatically return to the Fortress upon exiting the game via the menu
  • Ratmen will no longer "shine through" their tents
  • The damage of the weapon in the Berserker's off-hand was calculated incorrectly
  • Killing a single monster could sometimes be counted twice in the Bestiary
  • Sometimes, it was impossible to start a new game when using a gamepad
  • The cost of Sharpened Arrows was higher than that of Heavy Arrows, despite their lower damage
Jan 17
Pocket Rogues - Ortan
New consumable items and equipment have been added, elemental damage mechanics have been expanded, and stability has been improved!



CHANGELOG:

  • The game has been updated with a Brazilian Portuguese localization

    [ITEMS]
    • A new ring, Rainbow Ring, has been added. It increases the level of one of the character's skills by 1-5 levels (depending on the effect level)
    • A new effect has been added to all rings: it increases the level of a specific skill by 2-10 if you use that skill
    • A new helmet, Roaring Mask, has been added (replaces the current special skill with Battle Madness)
    • A new passive item, Cat's Talisman, has been added (increases movement and combat speed by 6% while in the inventory)
    • New consumable items have been added: 2 types of Speed Potions and 3 types of whetstones that add extra damage of a specific element
    [GAMEPLAY]
    • Shooting arrows through braziers or campfires now ignites the arrows, converting half of their damage to fire damage
    • Each dash reduces the duration of the "Burn" effect by 2 seconds

    [BALANCE]
    • The damage type of all daggers is now piercing instead of slashing
    • While under effects like "Slow," "Petrify," or "Freeze," the character will use the slowed dash animation (as when out of mana) instead of the normal one
    • The minimum and maximum number of crystals dropped when killing monster champions or bosses are now capped
    • The "Heavy Hand" debuff halves the skill charge rate; the "Speed" effect increases the skill charge rate by the corresponding value
    • The selling price of all rings and passive items has been significantly increased
    • The effectiveness of all passive items with numerical effects has been significantly reduced
    • Explosive creatures will no longer explode upon death if affected by "Freeze"
    • The number of damage ticks from "Burn" is now random (5 to 10 instead of 4), and the delay between ticks has increased (from 0.5 seconds to 0.75 seconds); using barrels of water, wells, or entering water instantly removes the effect
    • The resistance to petrification for all Trolls has been significantly reduced
    [MISC]
    • The local save function has been marked as "deprecated" and will be removed in the future because it does not work properly on most devices
    • Characters using skills like bow or crossbow shooting will now equip the corresponding weapon
    • The "Burning" effect on a character now appears in the list of active effects and displays the remaining duration
    • After leaving the water, only humanoids will leave wet footprints
    • Braziers in the Pumpkinhead arena can now be destroyed, just like in other areas
    • The "Healing Herbs" skill now ignores the presence of the "Dried Ear" artifact (previously, the enhanced effect was immediately replaced with the normal one due to automatic skill activation)
    • The "Bloodlust" effect now shows specific values for HP increase, damage increase, and HP reduction
    • Text has been improved and translations corrected in many places

    [FIXED]
    • The inventory could not be closed with the corresponding button if it was opened to select an item in the Forge or to transfer items to the Personal Chest
    • In the Ultimate version, if the game was minimized after visiting the Camp through the portal, it could reload without its items upon the next load
    • When using a bow with any character other than the Archer, the bowstring and arrow preview were not displayed; conversely, the bowstring remained visible if the Archer switched to another weapon
    • HP regeneration could become negative if the "Vulnerability" effect was applied during an active effect that increased HP regeneration
    • Characters will no longer take damage if HP regeneration is negative
    • If a character replaced one of their skills using a weapon from another class, the skill level could change incorrectly
    • The price of items sold using the "Sell All" button was calculated incorrectly
    • Creatures controlled with the "Mind control" skill were not always displayed in the companion list
    • Rooms with special conditions for appearance (e.g., a room with a caged bug or the Whisperer's room) could still appear even if the condition was not met (e.g., the bug had already been found)
    • Objects in some areas could generate but be non-interactable and allow characters to pass through them
    • Bow or shield damage increased even when an inappropriate off-hand item was equipped
    • Creatures sometimes performed melee attacks even when their attack range was insufficient to reach the target
    • Chargeable skills could be used while stunned
    • The area of effect of "Steel Whirlwind" did not update if the attack radius changed during the skill's duration
    • The "Crimson Seal" could remove the "Vulnerability" effect applied by another source
    • The Earth Spirit's subterranean attack blocked character movement after its completion
    • Loading screens did not work
    • Numerous minor fixes and improvements
Dec 18, 2024
Pocket Rogues - Ortan
Added a new lair, a new Ambush, and another altar, as well as bringing back the long-awaited control settings for keyboard and gamepad!



CHANGELOG:

[GENERATION]
  • Added a new Ambush
  • Added a new lair consisting of only a few rooms - Rat's Nest (encountered only in the Catacombs)
  • Added a new type of altar - Altar of Speed
  • Significantly reduced the maximum size of floors generated for the Lost Tomb
  • Upon clearing the Lost Tomb, the player will receive a bonus chest, just like when clearing the Rat's Nest
  • Maimed Wolfs now appear in the Catacombs after floor 15
[ITEMS]
  • Added a new consumable item - "Phalanx Shard". When used, the character instantly teleports to the point where they spawned on this floor

[BALANCE]
  • When cleansing a corrupted altar, there is a chance that several enemies will appear at once
  • Bosses, mini-bosses, and all chests now drop significantly more gold
  • Reduced the influence of the character's level and Guild level on the level of generated monsters
  • Slightly reduced the bonus to base HP and damage dealt, gained by monsters with each level
  • Reduced the base defense stat for all monster champions
  • Animated creatures now shoot more accurately at moving targets
  • Blackleaf Decoction now restores 50% of max HP to each companion (instead of 50 units)
  • Corpse Eater can no longer regenerate HP or level up when killing enemies if a torch is pointed at it or Paralysis is applied; the effectiveness of healing in such conditions is reduced
  • Damage from the Mercenary Mage's "Fire Breath" skill per tick has been significantly increased (from 8% of its normal damage to 24%); it now deals fire-type damage instead of pure magical damage

[MISC]
  • Control settings for keyboard, mouse, and gamepad have been reintroduced. They have been significantly expanded and now support gamepad calibration and many additional features
  • Added animations for Witches and all types of Orcs
  • Improved impact when creatures take damage
  • The camera will zoom out if the targeted enemy is too far away
  • Power attacks now deal double damage to chests and other destructible objects
  • Captured Souls are no longer displayed in the creature list on a floor, and their defeat is no longer required to clear the floor
  • Certain types of enhanced creatures are now highlighted not only by color but also by additional visual and sound effects (explosive, cursed, and resurrected)
  • Combat speed now accelerates the Berserker's "Steel whirlwind" animation (previously, it didn't change visually)
  • Reduced the required hold time for gamepad buttons to activate instant healing and create a portal after clearing a floor
  • Reduced the camera zoom speed using the gamepad stick
  • Movement speed on the character stats screen is now displayed more accurately
[FIXED]
  • Returning to the Fortress with a tome that has the effects of "Secrets of Flame" or "Sacred Dogmas" could cause an error preventing the same character from continuing the game
  • Some skills that applied effects to the character could incorrectly remove old effects (e.g., causing HP regeneration to become negative)
  • Pandemonium did not increase the maximum number of summonable creatures
  • When playing in split-screen mode, an error could occur that blocked the ability to move to the next floor
  • If a critical location generation error occurred, the game will now attempt to send the player to the Camp instead of generating an empty floor
  • In the Borderlands, black lines could appear at the edges of floor tiles
  • Objects will no longer generate near chests in dead-end rooms (e.g., traps spawning on top of chests in the Prison)
  • Dropped items from the inventory could sometimes still land directly under the character's feet, causing them to be immediately picked up
  • The Skeleton Giant ignored walls and other obstacles in its line of sight
  • The Burnt Executioner did not crash into a wall during a charge attack and instead kept turning towards the target while running
  • When using the Fel Altar, all of the character's companions were forcibly teleported to them
  • Upon the expiration of any effect that changed a creature's color, the Ogre-Sorcerer no longer appears gray
  • The flame trap activated by a lever, as well as campfires, now deal fire damage instead of physical damage
  • Dying to the Corpse Eater no longer displays a preview of the Skeleton Giant on the death screen
  • Save loading no longer breaks if there is a water barrel on the floor
  • The Skeleton Giant and Zombie Guard now display legs properly when the corresponding setting is enabled
  • When purchasing or upgrading pet abilities in the Camp, the number of crystals displayed in the corner of the screen now updates correctly
  • Reduced the physical size of all allied creatures, making them less likely to get stuck in narrow passages
  • Numerous minor fixes and improvements
Sep 22, 2024
Pocket Rogues - Ortan
Balance improvements, bug fixes, and several new artifacts—the global game rebalance started in 1.37 continues!



CHANGELOG:

[ITEMS]
- Added 4 new artifacts

[GAMEPLAY]
- An additional 30 types of monsters are now available for daily "Hunting" quests

[MISC]
- New tips have been added to the loading screen
- Tooltips for damage and defense types have been edited
- In the character's stats in the dungeon, the specific damage absorption value is now displayed next to each type of defense (in the case of physical defense, this value is averaged for all types of physical damage)
- The mention of duration has been removed from temporary effect descriptions (now it is displayed next to the effect's name)

[BALANCE]
- The defense point threshold required to reach 90% reduction in physical damage has been halved and is now closer to the values before update 1.37. Each unit of physical armor is now more effective (this also applies to enemies)
- Each upgrade to the pet's defense additionally increases its resistance to all types of magical and elemental damage by 1%
- Updated resistance parameters for different types of damage for pets, as well as defense types
- Reduced the impact of level on the max HP of all creatures
- Reduced the impact of level on the max HP of high-level bosses and monster champions
- Reduced damage and max HP for all types of Statue-Guardians
- Monster enhancements such as "Ancient," "Explosive," and others now significantly less reduce the combat speed of creatures
- Creatures with the "Vampirism" effect can no longer heal by attacking undead or mechanisms
- All creatures that become "shadows" are now considered undead
- Increased the delay between damage ticks for the "Fire Breath" and "Steel Whirlwind" skills; however, the delay before the first damage tick for these skills has been reduced
- Reduced the initial attack area for "Steel Whirlwind" (from 175% to 150% at level 12) and "Crimson Harvest" (from +3% per level to +2% in uncharged form and from +8% per level to +4% per level in charged form), and reduced the bonus to the area for "Battle Madness" for killing an enemy (from 4% to 3%)
- Slightly increased the range of the "Breath of Death" skill (from 5 to 6 meters)
- The "Disease Suppression" effect is now stronger (reduces the duration of negative effects by 20% instead of 15%); the effect icon has been changed
- Skills such as "Barrier," "Vow of Sanctity," and others now do not directly alter the MP regeneration modifier upon use (previously, the higher your MP regen in a normal state, the faster it depleted when using these skills), but instead reduce it by a specific amount. Now, with a sufficiently high MP regen value (thanks to Mind and items), mana can recover even while using these skills
- Any hit taken while using "Barrier" now consumes at least 2 MP
- Updated the skills tied to many types of weapons, and for some, the target attribute upon skill replacement has been changed
- Effects that increase the attack area (e.g., the 'Coil of Rope' artifact) now apply to skills that attack in a straight line ('Breath of Death,' Hunter's lunges)
- The effect of the 'Spark of Restoration' equipment has received a more detailed description; its effectiveness has been increased (from +0.2 HP/s to +0.3)

[FIXES]
- Weapon speed and character Agility did not affect the frequency of periodic damage from skills like "Fire Breath," "Steel Whirlwind," and "Breath of Death"
- Triggering a trap rune that summons Captured Souls in a narrow corridor could cause the game to crash
- Fixed vibration when playing with a gamepad and on mobile devices
- The 'Steel Whirlwind' skill did not deal damage at level 7
- The "Barrier" skill did not display the property of dealing damage upon deactivation, which is unlocked at level 25
- The effectiveness of the "Battle Madness" skill decreased when upgraded to level 16 (from 6.4% to 6%)
- The damage reduction value from traps was incorrectly displayed for the Scaled Armor effect
- When attempting to place multiple consumable items in the Personal Chest, the inventory window would not close automatically, allowing another item to be placed in the same slot and resulting in the loss of the original item
- When taking damage, the defense from items like the Petrified carapace and similar effects was applied twice
- Using the Smoke Bomb allowed leaving the Grim Paladin's arena after the battle started, causing the player to get stuck outside
- When the effect of the "Empty bowl" artifact triggered, the character took damage
- Removing an artifact without numerical parameters (Old Map, Dried Ear) would remove its effect, even if the character still had a similar artifact in another slot. This also applied to the effects of rings without a level (Concentration, Composure)
- The max HP and damage values of creatures in the Bestiary could be displayed incorrectly.
- The leaderboard on PC was displayed over the cursor if the "Hardware Cursor" setting was disabled
Sep 12, 2024
Pocket Rogues - Ortan
Global skill system update, item rebalance, 8 new damage types, and 4 new defense types – update 1.37 is finally available to everyone!



[GENERATION]
  • A new Treasury has been added
  • 2 new monster champions have been added: Corpse Eater and Goblin-Captain. The latter, formerly the tutorial boss, has been completely reworked and improved
  • In the Catacombs and the Abandoned Prison, there is a small chance to encounter a new merchant — the Whisperer (requires level 4 of the 'Merchant's Shelter' building)
  • Monster champions can now be encountered in "cave" generation locations (Adamantite Garden, Burial Mound)
  • Creatures and containers matching the gate type can now appear near the gates during generation

[ITEMS]
  • 6 new armor types and 1 new headgear have been added
  • 2 new artifacts have been added
  • 2 new weapon effects have been added
  • 5 new equipment effects, exclusive to arrows and crossbow bolts, have been added
  • 12 new equipment effects, exclusive to tomes (some also to grimoires), affecting various damage types and related skills
[GAMEPLAY]
  • All damage in the game is now divided into 3 types, each with 3 subtypes: physical (slashing, piercing, and crushing), magical (magic, cursed, and holy), and elemental (fire, frost, and lightning)
  • Defense is now divided into 5 types: physical (light armor, medium, and heavy), magical, and elemental
  • Each creature now has a specific type of damage dealt and defense type. All creatures have resistances and vulnerabilities to various types of magical and elemental damage, which can be further studied in the Bestiary (after upgrades)
  • All skills in the game have been completely reworked. Some skills (Poison, Leap, Sniper Shot) have been entirely removed and replaced with more suitable ones (points spent on removed skills will be fully refunded to the corresponding characters). The key idea of the new skill system is the variety in their effects, which will be expanded as they level up (each skill gains new properties at least at levels 12 and 25), along with more complex and nuanced choices between 3 skills in each branch
  • A new mechanic has been added for certain skills – "Charge." By holding the skill button, it will charge, and depending on the charge level (if the skill's properties allow), it will receive increased damage and/or additional effects
  • A new building has been added: "Junkyard." Now, auto-destroying of items via filters is available only after its construction (for older players who had auto-destroying enabled in Settings, the first level of the building is constructed automatically). Upgrading this building makes destroying any items more profitable

[MISC]
  • The skill upgrade interface has been completely redesigned
  • Zombie-Swordsmen, Zombie-Warriors, Skeletons, Skeleton-Archers, as well as all types of ogres, guards, spiders, ratmen, rats, and all Necromancer summons are now animated
  • An alternative appearance has been added for Skeleton body parts, Zombie-Swordsmen, and ratmen
  • The sound system has been improved: multiple sounds can now play simultaneously without interrupting each other
  • More sounds and visual effects have been added for the Burnt and the Royal Executioner; the mini-boss has received his own theme music, and his attacks can now be parried with a well-timed shield block
  • The character attribute screen in the dungeon has been updated: the list of displayed parameters has been expanded, all icons are now colored, and the skill upgrade window has been updated to match the new skill system; the list of active effects on the character has been moved to a separate tab
  • The character preview at the class selection screen (at the end of tutorial) has been updated
  • When constructing a building that unlocks a new character class, the player will see a message with a preview of that character
  • All Necromancer seals, as well as idol seals found in dungeons (which reflect damage or resurrect monsters as shadows), now have a unique appearance
  • Item names have been standardized: some names have been completely changed to better match postfixes for items of non-standard quality; capital letters have also been removed from the second word in names where it was unnecessary
  • When summoning enhanced creatures, a popup will display the type of enhancement, and the color of their icon will correspond to the enhancement
  • The appearance of flame streams (used by the "Fire Breath" skill and relevant traps) has been updated; light from flame streams will no longer pass through walls if possible
  • When controlling with keyboard and mouse, the cursor size can now be changed in the Settings
  • The item drop animation has been refined (items now visually increase in size slightly when they drop)
  • Added visual effects for HP and MP absorption (under "Other Effects" in the Settings)
  • The appearance of the arrows used by Skeleton Archers has been updated
  • The appearance of the well has been updated: its resolution now better matches the rest of the dungeon; the well now casts a shadow and displays a visual water splash effect when used
  • A tooltip has been added to the Forge screen explaining the basics of the item upgrade system
  • Links to inactive social networks have been removed from the “Community” screen (only Discord remains)
[BALANCE]
  • Some weapons are now considered "hand-and-a-half" (all staves, as well as certain swords and axes). When no item is equipped in the off-hand, the character will wield such a weapon with both hands, increasing the weapon's damage bonus by 30%
  • Parameters and prices of many types of equipment have been rebalanced; some items received new damage or defense types, in line with the updated system
  • Cleansing cursed altars will now drop items, the quality and quantity of which depends on the current floor; the chance of the altar being cursed has been increased, and the delay between new shadows appearing during cleansing has been reduced
  • The "Breath of Chaos" effect has been reworked. It now increases the damage of each attack not by X units, but by a random value between 0 and X; the damage bonus is now limited by the value [current floor * 4] (previously it was [current floor * 5])
  • Berserker's off-hand weapon now has a damage range similar to the main hand (the off-hand weapon damage is still reduced by 50%)
  • MP cost for using skills now increases as they are upgraded (most skills now consume half the MP at level 1)
  • Each hit on crystals in the walls restores HP or MP depending on their type
  • The influence of Agility on combat speed has been reduced, but the animation speed cap for all attacks has been increased
  • Powerful shots now receive a projectile speed bonus
  • The "Bleeding" effect has been reworked: it is now a status effect (like Poison or Petrification), instantly dealing 15% of max HP damage, followed by periodic damage over several seconds. The effect only triggers once the corresponding gauge is filled
  • Creatures with the "cursed" prefix can no longer apply the Poison effect
  • The weapon effects "Burn" and "Frost" now increase weapon damage by 3 units of the corresponding damage type (the effects they applied can now be inflicted by the respective damage type, regardless of the source, if the target fails the elemental resistance check)
  • The "Ignite" effect now affects elementals
  • The "Thorns" equipment effect now reflects all received damage back to the attacker (previously 15%)
  • The "Mirror" artifact effect now returns 50% of the damage received to the enemy (previously 15%)
  • The "Shiny scales" artifact effect now triggers with a 7% chance (previously 3%)
  • The "Marauder" weapon effect now not only increases damage to all containers but also adds a 15% chance for an additional item to drop when breaking a chest
  • Dashing now interrupts the "Shadow" skill (if the skill is below level 25)
  • The dash with the "Shadow Step" effect (granted by the Shadow Cloak) is now 35% faster
  • The Bone Katar (formerly "Sinner's Katar") now has the standard "Extermination" effect (deals extra damage to all humanoids)
  • The "Flayer" effect (extra damage to beasts) can now be found on any weapon (previously it was only available as the standard effect for the "Hunter's Cleaver")
  • The chance for the "Dark ritual" effect to trigger has been doubled (from 10% to 20%)
  • If an attack breaks through a block (not enough MP to block it), the damage received will not be reduced
  • Blocking a strike now consumes at least 3 MP regardless of the damage received; blocking at the moment of impact does not consume MP, but MP is spent on activating the block when the button is pressed
  • When transitioning into stealth using the "Shadow" skill, the character can now hide even while in the enemy's line of sight. The chance depends on the skill level. The character will always successfully hide from a pursuer if there is a solid wall between them
  • The crossbow firing animation has been changed: the character now reloads it after firing, not before, making the shot itself slightly faster. The charged animation and "Crossbow Volley" animation still require pre-loading
  • Running speed increased (from +35% to +50%)
  • Trap damage slightly reduced
  • Trap runes are now slightly more visible on the floor, and their activation takes a bit longer
  • The base poison resistance of all player characters has been doubled
  • Increased the chance of chest generation in the Catacombs
  • The amount of Slime in Catacomb rooms accessible only through the Suspicious Pipe has been significantly reduced
  • The vision range of zombies, drowners, and rats has been reduced; rats now move slightly slower
  • Numerous minor balance adjustments

[FIXED]
  • Projectiles fired from long distances could pass through targets without dealing damage
  • Performance improved when large groups of creatures or objects take damage simultaneously
  • The Battle Ogre's ability "Running attack" could malfunction
  • The Merchant could have the same set of items for sale constantly
  • Creatures summoned by the "Seal of the Damned" could remain after its effect ended
  • Some temporary buffs and debuffs could remain on the character even after their timer expired
  • If a ring had effects without levels ("Concentration," "Composure"), the levels of other effects on the ring could be calculated incorrectly
  • When using the "Shadow" skill, the character's legs would always remain visible if the corresponding setting was enabled
  • The character could take minor damage even if it was supposed to be fully blocked by a shield
  • The bowstrings of enemies' bows might not display
  • Creatures whose primary location was the Burial Mound were not tied to this location in the Bestiary
  • Positive and negative effects were active on creatures twice as long as they should have been
  • Skills that restore HP when an enemy is killed could trigger even if the enemy survived the attack
  • Captured soul would cast shadows even if the "Creature Shadows" setting was disabled (and their Bestiary progress was not saved in the cloud)
  • The blueprint for the "Rusty Nail" item was not saved in the cloud when transferring progress
  • If the game was paused at the moment of level loading (by minimizing it or opening any menu), the screen would remain black until the pause was removed
  • Debuffs were not displayed in the list of active effects
Pocket Rogues - Ortan
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
Sep 15, 2023
Pocket Rogues - Ortan
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
Jul 28, 2023
Pocket Rogues - Ortan
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
Mar 30, 2023
Pocket Rogues - Ortan


[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
...