In this update7
Full notes
Full Pocket Rogues update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store
- UI and audio
- Fixes
- Performance
Pocket Rogues changes
New items, a new sub-location, a new chest, a new altar, and tons of fixes!
[GENERATION]
Added a new single-room sub-location - Goblin Larder. The gate to it can only be found in the Abandoned Prison
Added a new monster champion found only in the Catacombs and the Rat's Nest - Rottail
Added the Altar of the Elements - when used, it temporarily grants a random bonus Fire, Lightning, or Ice damage effect
Friendly NPC guards may now occasionally appear near the Camp Gates
[ITEMS]
Added a new type of item that can be found in the dungeon - Treasures. They cannot be used or equipped, but can be sold for a very high price. There are currently 6 items of this type
Added 7 new swords, 7 new daggers, 3 new axes, and 7 new bows
Added 13 new armor types and 7 new pieces of headgear
Updated the icons of all axes and bows, as well as the last remaining armor and headgear that had not yet been updated
When used in a boss arena, the "Obsidian Shard" allows the player to escape the battle if they entered the arena through a gate on the floor (does not work with "bosses between locations" in the Obsidian Tower)
[VISUALS]
Gorgons, Scavengers, Beholders, Ghosts, Chained ghosts, and Zombie-Spearmen are now animated
Gorgons, Scavengers, Beholders, Ghosts, Chained ghosts, Zombie-Spearmen, Ogre-Sorcerers, Battle Ogres, Tamed Trolls, Guardsman-Archers, and Guardsman-Warriors now leave corpses on the ground
All slain mercenaries now leave corpses on the ground
The bodies of defeated NPCs from the Camp will now remain on the ground
Shadows cast by objects and creatures now have a limited draw distance (to display creature shadows, enable the corresponding option under "Video" - they now look much better)
All bosses, mini-bosses, and monster champions now cast shadows when the corresponding option is enabled
The stairs leading down to the next floor have been redrawn at a higher resolution to match the updated appearance of the dungeons
Flames and campfires with cauldrons have been redrawn at a higher resolution
Updated the appearance of the Fel Altar
Added random animations to poison clouds in the Catacombs
Improved how several equipment items are displayed on the character
Resurrection pentagrams in the Sunken Grotto now have additional visual effects and periodically create shadows of Captured Souls nearby
The "Arcane Charge" weapon effect now has visual and audio feedback, and its floating effect text no longer appears
Added visual and audio effects for the Adrenaline perk
Added visual and audio feedback when the maximum-level effects of the Hardened Flesh and Stone Skin perks trigger
When stationary creatures and characters turn, an animation will now play if one is available
[BALANCE]
Players now receive gold for increasing the rank of each creature in the Bestiary, with the amount depending on the creature's strength
Reduced the invulnerability window when dashing: it now lasts for the first 60% of the animation instead of the entire animation
Doubled the selling price of all artifacts and smithing gems
Increased the selling price of all equipment
Reworked how boss and champion levels affect their stats to compensate for the fix to the double-initialization bug
Higher boss and champion levels now also increase their defense, if they have any
Damage dealt by all traps now scales with the current floor number
Poison now deals significantly more damage, including the corresponding weapon effect
Poison Resistance now not only increases the maximum size of the buildup bar that must be filled to inflict the status, but also reduces damage taken from Poison
Bleed Resistance, Poison Resistance, and Petrification Resistance for all creatures (but not player characters) and bosses now increase with their level
Poison damage is now Cursed damage, Petrification damage is now Blunt damage, and Bleeding damage is now Piercing damage
Explosion damage from the "Flames and Planks" modifier is now Fire damage and scales with the current floor
Increased the experience and gold bonuses for the "Captain Hunt", "Pincer Attack", "Lifeless Ruins", and "Long March" modifiers
Attacks by the Mercenary-Wizard now deal Magic damage, while attacks by the Mercenary-Archer deal Piercing damage
Chainmail, Rusty Chainmail, and Orcish Chainmail now have the built-in "Bleed Resistance" effect
Added levels to the built-in effects of the "Ghost mask" and "Jack-o'-lantern"
Reworked the effect of the "Ritual crown": instead of protecting against ghostly creatures, it now increases the level of all summoned creatures
Damage reflected at the moment of impact by the "Steel Fortress" skill now uses the original incoming damage - previously, the damage reflected back at the enemy was reduced by the character's own defense and shield-blocking stats
NPCs with the "Non-Lethal" behavior (such as the Merchant) will not kill the character even if an attack deals more damage than the character's remaining HP
Slightly reduced the values of the Whisper of the Void effect (at effect level 5, the MP reduction is now 20% instead of 25%)
Increased the base damage dealt by all types of orcs
Added a minimum value for experience gained from the Altar of Knowledge
Updated the formula for Uncommon-quality equipment drops. Also updated the formula that determines how the Shining ring affects the quality of dropped items (previously, it did not work as stated in its description)
Creatures created by spawners are now considered "summoned" and are affected by the "Banishment" weapon effect
Changed the chest generation algorithm in Catacomb rooms (previously, the same chests appeared there almost every time, and their quality depended only on the current floor)
Increased the experience gained for killing Nightmares
[MISC]
Updated physics parameters (the weight of the character, some monsters, and some environmental objects; crates and chests now rotate when pushed at a corner)
Added a short dialogue with the Mentor after the first attack on the Merchant
- Updated the Giant Skeleton's behavioradded walking animations in all directions, made its behavior more complex, and added appropriate sound effects to all of its actions
Added slight random variation in playback speed and pitch to most sounds
Creature corpses will now fall into the stair tile so they do not block it, and will no longer clip into walls when a creature is killed right next to one
Pet behavior is now preserved when loading a save or returning to the Fortress
Regular Skeletons summoned by the Necromancer are now always shown carrying weapons (this is purely visual and does not affect their damage)
Creatures created within a spawner's area (skeleton coffins and statues containing ghosts) now spawn facing a random direction - previously, they always faced right
Creatures will switch to running more often to reach their target faster
[INTERFACE]
Bosses and monster champions are now displayed in the Bestiary
When a character "survives", the results screen now displays only the current run. Overall results are shown only when the character dies (they can also be viewed separately on the character selection screen)
The "Floors Cleared" line on the results screen no longer displays the total number of floors ("out of X"), as it was confusing
The pet screen now displays a hint when additional abilities cannot be purchased because a level 2 Pen has not been built
Pet abilities that can be upgraded now display a special icon
The descriptions of passive items, consumables, smithing gems, and certain other items now include a separate line indicating their type
Below the button for interacting with a door inside a sub-location, "Return to the Dungeon" is now displayed instead of the name of the location
On the character selection screen, if a surviving character is selected, pressing an empty artifact slot now opens the artifact purchase window when available
Item quality tiers in the description of the "Field Forge" building are now highlighted with their corresponding colors
Inventory slots containing Common equipment have been made brighter to provide better contrast with item icons
The obsolete local save feature has been disabled (old local saves can still be loaded if this feature was supported on your device)
Links to the EULA, Privacy Policy, and account deletion page have been added to the Account screen in Settings
Cloud saves now record the game version
When the Obsidian Tower is selected on the world map, the "Start/Continue" text has been replaced with "Tower", since pressing this button opens the full Tower mode settings
The "Return Home" behavior type is no longer displayed when hiring mercenaries, as this behavior is removed immediately after hiring
Penalty text on a perk card, when present, is now dimmer when viewing every perk level except the first, emphasizing that the penalty is applied only once and does not increase
The Blunt damage icon was missing its background frame
Added gamepad support for lobby and multiplayer chat, as well as for the account login and password reset windows
[FIXED]
Gold and crystals collected inside sub-locations and certain boss arenas could fail to save after leaving through the gate
Force-closing the game could corrupt a dungeon save, preventing the game from loading it on the next launch
Some objects could load incorrectly when saving and loading in the Camp
Some bosses and monster champions were initialized twice, causing their actual level to be much higher than the displayed level
The character could sometimes "fall through" a wall or another object while dashing
Bonuses to Holy damage against undead and demons, as well as bonuses to Magic damage against elementals and mechanisms, did not work
Some armor items could not drop at a quality higher than Common
The explosion damage of some creatures could be zero
Dashing no longer allows the character to avoid damage from Poison, Bleeding, or similar effects
The damage reduction chance from Hardened Flesh was calculated incorrectly
Bonus elemental weapon damage from the corresponding effects was calculated incorrectly
Poison clouds in the Catacombs destroyed themselves upon colliding with crates, barrels, and other objects
Projectile debuffs could be applied even when the character parried or dodged the attack without taking damage
Creatures that ignored the player and could not be damaged could spawn in the Predatory Lair
An altar could sometimes spawn in narrow enclosed chambers in the Abandoned Prison and block passage through the corridor
Creatures could spawn in unreachable areas of the Predatory Lair, making it impossible to clear the floor
At level 25 of the "Steel Fortress" skill, blocking at the moment of impact could damage the same target twice
Creature resistance lines could display incorrectly in the Bestiary (showing {TYPE} instead of the damage type name)
Items dropped after cleansing the Cursed Altar could become stuck inside it
In local two-player mode, the second player's perks were saved incorrectly
In local two-player mode, the special meter for certain perks was not displayed for the second player
The damage absorption value from current defense was displayed incorrectly in the UI (an outdated formula was used)
Upon detecting an enemy, creatures could begin attacking objects in front of them even when those objects did not block their path to the target
The description of the Silent Visage built-in effect was displayed incorrectly
NPCs sometimes failed to return to their starting position and, when they did return, could fail to play an animation
The Hunter's empowered "Crossbow Shot" filled the Poison buildup bar less than the regular version
One of the Ambushes stopped appearing in recent versions of the game
A character's corpse could spawn inside a sub-location if the player entered it through a gate on the same floor where the corpse was supposed to appear in the main location
Multiple light sources in the same place could create severe overexposure
Explosive Seals did not damage pets or bosses, and their activation speed depended on the frame rate
Chained ghosts frequently became stuck in the walls of the Sunken Grotto
When loading a save, items on the ground were duplicated outside the map boundaries, consuming additional memory
Water barrels could be used again after loading a save or visiting any gate, even though they visually appeared empty
Light from the Jack-o'-lantern could conflict with light from an active torch held in the character's hand
Source
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