In this update we have completely reworked stealing (pick pocketing, stealing from lockers etc.). Instead of the regular minigame it is now based on time. In order to steal something you have to be quick, before someone sees you. With every level you will get faster and better.
On the streets there are now new types of NPCs. We are calling them chasers (various residents and workers of the city). They are spawned randomly and they can detect your crimes. If they catch you then they can call police on you and you might end up in the prison for your crimes. So you have to be careful and quick when stealing.
If someone sees you while you are committing crime, they won't chase you right a way. First they will give you a warning and you have to immediately stop. If you won't stop or you will start stealing again after you were warned the NPC will chase you. This behaviour also applies to policemen.
Oldster was also reworked. He has charisma bonus, more trust points with street NPCs and perk tactic right from the beginning. However he has also slower stamina regeneration, takes more damage from all sources and has 0 cold resist by default.
Other changes & Bug fixes
Fixed crafting bench GUI
Added new quest - Dog handler in training
Added few new indoor npcs and locations
Added new perk called intuition
Added new sounds when failing/winning minigame
Fixed issues with synchronisation of interactive items after reaching maximum capacity
Improved colliders in Zizkov and in business area
Improved crime detection system
Fixed issues in crime detection with multiple players
Repaired head ik transition
Fixed issues with smoking animation on clients
Smoother movement of NPCs
New interactive icons for lockers, bins and insides.
Fixed incorrect LODs of dynamic trees
Replaced two newsstands with snack stalls
Fixed texture issues on various props
Fixed incorrect label on locks when the player was missing perk
Minor game balancing and tweaking
Added missing charity sign
Fixed incorrect exit point from prison
Chinese translation greatly expanded, however still not on 100%
after 3 months we are releasing another massive update!
Game engine
Since the last update we have upgraded our engine from version 2017.4 to 2018.3, which is the latest stable version of the Unity engine. This upgrade fixed a lot of internal errors, which we were unable to fix in the previous versions. Also it allowed us to do better optimisation with the code. So as the result the game is now less CPU heavy, loading and saving is now even faster then before etc.
We have also replaced our previous texture streaming technology with superior solution from Graphine. This replacement resulted in much better texture clarity, while maintaining the same or better performance.
Graphics
We have been working hard on improving overall visuals of the game. This means that we have been fine tuning our textures and their physical properties. Global illumination together with color grading have been improved.
3D models of Zizkov area, Church of Saint Maurice and Bridge street were replaced with improved and more high poly models.
Also dynamic puddles have been improved by adding rain droplets effect to them.
Gameplay
One of the new awesome feature in this update are dogs. There are currently 3 types of them: german shepherd, rottweiler and polish tatra sheepdog. To get a dog you must complete a new quest from Drax.
Each dog has patience points (similarly to other NPCs) and bond. Interaction with the dog can give you various bonuses like increasing your morale, receiving warm buff etc. However these interactions cost patience points and require different amount of bond with the dog. In order to increase pp of the dog you must feed him. To increase bond you must train the dog. However the increment is not permanent and decreases over time.
Hideout in this update underwent massive changes. Stash is no longer individual per each hideout, but instead there is one stash which is shared between all of them. Hideout bonuses are no longer defined by the amount of components placed in hideout. Instead there is a new system of conditions/challenges.
Also we have added 56 new buildable hideout components in this update. From garden dwarf to arcade machine. There is a huge diversity between them.
And that's not all. Some of those components can be actually used. This means that you can build usable toilet, shower, kitchen, altar and more. You can watch all of them in this demonstration video:
Crafting bench has been expanded. No longer it is only for gear repairing. You can newly craft here and dismantle items. In fact some of the new items can only be crafted here.
Other changes & Bug fixes
Improved AI navigation
Fixed errors with loading the same quests
Fixed issue with unlimited lottery tickets
Improved visuals of multiple props
Increased amount of street trash in quest Street Sweeper
Fixed loading and condition validation error in quests Street Sweeper and Digger
Fixed floating quest items
Trees are now affected by indirect lighting resulting in better visuals of the vegetation
Repaired issue after leaving gear repair
Improved 3D background in the main menu
Fixed snow accumulation on collectable quest items
Added new GUI for character selection when joining or creating the game
Fixed OS language dependent issues in conversations
Repaired errors in conversation with npc Valoun, Skrabisova, Master, Anatoly, Vanga, Kotler
Repaired issues in clouds shader
New error logging system with lower performance impact
Fixed category switch in inventory on gamepad
Fixed issues with spawning/removing NPCs in coop
Fixed AI behavior of hobos on client
Removed incorrect ambient sound from Anatoly's shop
Fixed hideout stash synchronisation
Fixed issues in multiplayer after player reconnecting to the server
Improved synchronisation stability
New randomised system for offered items in Anatoly's shop. Previous items can be now bought in the opposite shop.
New 2D background in Anatoly's shop
New and more robust system for saving/loading hideout
Repaired drag & drop in inventory
Repaired issues with unusable rest places after load
Fixed issues with locker synchronisation after leaving them
Fixed issues with hideout upgrading UI
Improved visuals of the help HUD
Improved colliders near the bridge street and business area
Improved game balancing
Updated indoor NPCs
Repaired animation transition of conversation GUI
Fixed lighting problem during transition from sun to moon
Fixed issues with incorrect representation of health in HUD
Fixed flickering in help HUD
Added type icon on usable items
Added new visual of hidden recipes
Increased starting size of stash from 10 to 20
Repaired problems with returning items once the stash is full
Space between conversation options was decreased
Fixed problems with re-initialisation of the game started outside steam
Repaired icons of character parameters
Increased gear durability
Reorganised items sorting
Lots of new items
Improved flashlight animation
Not awakening when freezing while resting in hideout was fixed
Non-deactivating flashlight after removing from quick slot or after replacing with different item was fixed
Fixed possibility to build components on the upper edge of the hideout area
Fixed non rotating interaction icons while in building mode
Repaired issues with notifications after closing minigame
Yep. The title is correct! Version 0.63 is truly almost here! ːsteamhappyː ːsteamhappyː And it will be big. I mean reaaally big!
The update is already feature complete and since the last week we have been in the QA phase in which we are trying to polish and fix all the issues which we encounter. Stable public release will be released by the end of the week. However the update is already available in the experimental branch on steam.
If you want to access the public experimental version before the stable version go to steam, right click on Hobo: Tough Life and select properties. In the properties window go to the tab called betas and select there experimental branch. Then just wait until the update is downloaded and you are ready to go! However bare in mind that in this branch not everything is 100% stable and polished. You might even encounter some serious bugs. So If you want the best experience wait for the stable version.
Patch notes containing information about all the changes and new features will be published together with the stable version. But don't worry in the mean time we will be releasing plenty of materials (like videos, screenshots etc.). So don't forget to follow us on our social media like facebooktwitter, youtube or discord
Christmas is almost here, but that doesn't stop us from developing new features for you!
Gameplay
Current lock picking was replaced with a brand new minigame.
Stealing is now detected as a crime by near policemen. Once the crime is detected, the policeman will start chasing you. There are different levels of crimes. For example stealing from a locked bin is not the same as breaking the shop. If you are not careful enough you might end up in jail. Therefore it is wise to wait till the night and use other players as a watchers, who will inform you if the policeman is nearby.
Finally we are releasing first part of the quests. These quests are mainly targeted for beginners and their main purpose is to learn core mechanics of the game.
However this doesn't mean that these quests aren't for skilled players. Even the entry quests offer rich dialogues and brand new gameplay. For example one of the quests unlocks temporary jobs in the labor office. This means that once in a while you can clean trash in the streets or do construction work and for that you will get some extra money.
Other changes & Bug fixes
Added blank map, so that you can use quest navigation even without map item
Fixed incorrect rotation of the player in the map
New and improved graphics of the map
Diary and crafting notification system
Reworked sleeping system
Added new npc - hobo Maisner
Instant teleport of npcs when starting conversation replaced with movement transition
Added IK blending for npcs
Added new movement animations to npcs
Repaired outside map colliders near Prior
Fixed lock state synchronisation
Fixed takeall issues in coop
Fixed issues with changing resolutions in options
Fixed floating bins in business area
Fixed hobo's drinking animation
Added shadermaps for semi transparent objects
Fixed mismatch between hideout's buffs Cure and Faith
Faster and more stable synchronisation of lockers
Faster processing and synchronisation of items
Sprint on gamepad/controller is no longer activated by holding left trigger, but instead it is activated by moving the trigger to the max on Y axis
Reveal of content in rubbish bin using willpower is now synchronised
Fixed disappearing progress of other players in rubbish bins
Added notification for start/end of weather calamity
Added missing fences in Zizkov
Fixed various errors related to NPC spawn in coop
Fixed possibility to self send network message
Fixed NPC spawn and navigation around Prior
Fixed colliders in business district
Fixed player fading when entering newsstand or fastfood
Fixed npc's LOD fade
Repaired showing of notification about entering end season zone, when you are not inside that area
Polished bloom threshold
Repaired empty output logs after game crash
Fixed loading/saving problems with rest places in shelter
Hobos no longer disappears during weather calamity
Improved visualisation of level up notification
Added alternative text on shops during weather calamity
Key J now opens quests diary directly
Improved quest diary visuals
Fixed issues with help bar while comparing gear
Added removal of addictions after death
Updated item database
Overall polishing of game mechanics and game balancing
Fixed incorrect stealing difficulty of items on client
Fixed GUI glitch when selecting non-active buff
Changed behavior extrapolation on clients
Repaired incorrect weather resistence when using Fahrenheit degrees
Added quest sounds
Since the last update we have also released a new video about development. This time it is about our own text editor which we use for creating conversations and quests. So if you haven't seen it yet, you can check it out here:
since the first release we have released lots of updates, with many cool features, but the current update 0.46 is by far the biggest one yet!
Before we get to the changes and features I would just like to inform you that we have started working on video series about the development and we have already released our first video update. It is about our upcoming Quest system. So if you haven't seen it yet here it is:
We have done huge overhaul of 3D characters. There is now already 4 times more characters than in the previous versions and many more are already in the production. Each playable character (Oldster, Lucky,...) has now its unique 3D model.
Animation
Animation system was completely redone. This change was crucial for the upcoming combat system. The system is now much more polished and robust. While working on it we were also able to add new animations for the player's character and the current one were upgraded.
The fact that the player is freezing or has low health is now reflected in the animations.
Also when you are drunk your character behaves differently.
Audio
With this update we have been working also on polishing sounds in the game. We have added dozens of new sounds.
Footstep sounds are now changed based on the surface you are currently on. There are sounds for dirt, concrete, wood etc. Footsteps are also affected by the current weather condition like puddles or snow. All this leads to a greater immersion in the game.
Gameplay
The biggest changes in this update were made in the gameplay. Hundreds of small details were fixed or improved alongside with some core gameplay changes and new mechanics.
Willpower is the player's new parameter. It is used to unlock entrances, unlocking locks and conversation options, revealing every content in the bin, etc. Once this parameter was used, then in order to use it again you have to gain enough willpower first.
New perks
Guts - This perk allows you to enter residential buildings and ask the residents for help.
Dumprider - You can find useful resources in garbage piles throughout the city.
Burglar - This perk allows you to break into locked residential buildings.
Shameless thief & Shameless thief 2 - Current perk Shameless thief was replaced by these two perks. Shameless thief reduces negative impact on player's morale by 80% and Shameless thief 2 doesn't decrease morale when stealing.
Detail of the item has been upgraded with lots of small graphical improvements like new icons for parameters.
We have added possibility to compare selected gear with the currently equipped one. Also every selected item (not just gear) now shows its effect on your parameters.
There is now possibility to buy back your items, which you have already sold, but not every NPC will allow you to do so. Also each NPC offers different items for buy back. Usually Hobo characters are more likely to have this possibility.
Notification system was redone. It is now more compact and with better visuals. There is also a new skill notification.
Mini game has undergone big changes. It has 4 levels of difficulty and It behaves differently based on actions you are currently executing.
In conversation the mini game is time limited. Blue fields have disappeared and the result is based on when you will hit some green field. Having master or expert in conversation skill increases your time for the mini game.
Mini game in crafting is not time limited, but you need to hit blue or green fields multiple times until you reach 100%. Each hit (regardless of the color) consumes energy. Failing the mini game no longer discards input resources.
Unlocking rare item in bins is really similar to the crafting, but if you have failed instead of energy it increases your smell or damages your gear.
Other changes & Bug fixes
Added visualisation of NPCs difficulty to conversation
Added possibility to change keyboard settings in the options
Equipped consumable items in Quick slots remain equipped even after consuming all items on that slots, so that you don't have to re-equip after you gain that item again
Starting items have been changed
Changed price of damaged clothing
Improved and polished content of lockers
Item bought from Hobo is now removed from hobo's inventory. This item is then re spawned after some period of time
Indoor Hobo characters can now be visited even during night
Fixed GUI glitches on parameters when value is between 99-100%
Success in upgrading of hideout components is now based on minigame
Improved GUI of hideout upgrade
Changed amount of items in lockers (small - 2, medium - 4, large - 6)
Removed 99 stocked limit on items
Possibility to sell and burn equipped clothing
Information about potential addiction is no longer displayed in dialog, but in the notification. Active addictions can be seen in the player's HUD
During weather calamities all shops are closed and locked
Added continue button in the main menu for faster loading of the latest save
Fixed incorrect scale on multiple 3D models
Fixed issues with resetting locks after they were unlocked
Repaired reset of reputation values
Improved lighting conditions near hobos Monty and Rejsek
Improved motion blur on moving characters
Fixed missing ť Ť characters in fonts
Polished vegetation
Removed initial dialog with resolution settings. This settings was moved to the menu under options
Fixed floating trees in the park
Fixed glowing texts
Fixed issues with receiving gold coins after reaching max level
Improved performance and visuals of weather particles
Reduced light intensity of fire barrels
Fixed spawn points in the shopping center near the park
Fixed missing colliders in the pit area
Repaired collider in the park
Improved navigation of NPCs
Improved reflections
Improved ambient lighting
Improved puddles quality on ground surfaces
Street lights are switched on sooner
Automatic language detection
Fixed incorrect UV mapping on multiple models
Removed guide in the inventory, because it was outdated. Replacement is coming soon
as you probably already know we have been working on combat system and quests for some time and we have done huge progress in those areas, but before we can make those features public the game needs to run as good as possible, because nobody is going to enjoy combat if there are frame drops. That's why we are now releasing update which is primarily focused on improving the overall performance.
Optimisation is in the game development usually the last step before the game is released, because by that time everything is already finished and no changes are allowed. However our game is in early access, which means that every day we are making changes, so it is extremely difficult to make the game run smooth when everything is changed all the time. Nevertheless we are trying to do our best and with this update the performance has increased significantly. It is still not perfect, especially in the night, but it is far better then ever before. With this update we advice you to try different quality settings in the menu to find out what is the best performance/quality ratio based on your hardware.
In fact during the optimisation we were able to also improve the overall visuals. There are now lots of new buildings and other objects with increased quality as of result of more polygons. All the objects are having now much better and more natural looking reflections. Global illumination with indirect lighting was improved. Reflections are dynamic and based on current time of the day including the weather. Also there are now lots of new lights in the night.
Enjoy the new update and let us know what do you think!
Until this update the game was running on engine Unity 5.6 which is more than 1 and a half year old. To speed up the development and to use the latest features we decided to upgrade to version 2017.4. This upgrade broke lots of stuff and it wasn't easy to fix it, but it is now done and we can now fully leverage the new features in the engine to improve the game.
As you probably now, we are working heavily on combat and quests. Since the last update we have finished our internal tool for writing conversations and quests. So we are now able to easily write and implement quests to the game. The background story is finished and we are working on individual quests. Regarding combat, we are currently reworking player controls to make everything more smooth. Even though we have done big progress with those features, they are still not available in the current update. However both of them are going to be added in the next update. In the meantime we will be publishing multiple videos of the combat and quest system so stay tuned!
The update which we are releasing is primarily focused on visual improvements and bug fixing. Other features which we are currently working on are not yet ready for the public release.
Graphics
Tube lights were added across the city. Thanks to this the game looks much better and believable during night.
With this update we have been working on improving reflections. There are already multiple buildings across the city with much better looking reflections as you can see in the image below.
We have also improved quality of multiple buildings across the whole map, so the overall visuals are now much better and we will continue to do the same improvements for all models in the upcoming updates.
Other changes & Bug fixes
Fixed issues with generating of blue fields in the minigame
Fixed capacity issues when playing as an oldster character
Repaired NPC navigation problems around Prior area
Fixed rare issues with highlighting in the building mode
Improved terrain performance
Added missing props across the city
Fixed issues with switching music before other song ended
Fixed problems with exiting inside buildings on the client
Repaired minigame randomizer
Fixed notifications
Repaired glass artifacts on bus stops
Improved props performance
Expanded initial lines of NPCs
Fixed issues with seasons points, when steam cloud was deactivated
It was quite some time since the last update so here is what we have been working since the last update and what was added/changed.
AI
One of the main reason why there was such a huge time gap between the last update and this one, was because we were doing big internal changes in the AI system. Those changes were necessary for the upcoming features, which are yet in the development like fight system, begging on the street, playing on the instruments etc.
Thanks to those changes there are now much more people on the streets and "no life" areas (e.g., Zizkov) have been populated.
Another plus from those changes is that we are now able to make the AI more alive and diverse. We have already implemented that NPCs can go smoking and Hobo characters are starting to have some basic day/night cycle (keep himself warm, have a beer, just chill or go to sleep). The NPCs are also detecting your presence and they are looking at you if you are near. Adding more behaviours is now quite easy and we will be adding new behaviours in the following updates.
Seasons & Characters
One of the biggest highlights of this update are definitely seasons. Each season last 30 days and than you can move on to the next season. However if you don't want to immediately start the next season, you can carry on in the current one and start the new season later.
Each season is more deadlier then the previous one, because of dangerous weather calamities. These calamities are extreme storms with a freezing wind and deep fog. During those storms even NPCs are rather staying inside, so be careful.
However if you will survive the season you will earn coins, which you can use in the brand new character system, where you can unlock or upgrade your characters. There are currently 4 archetypes which you can get (Common Hobo is the standard character which was used until now). Each character has its own specific gameplay style.
Every playable character has already its own 2D visualisation (in the HUD and in the inventory). However currently they all have the same 3D model, but we are already working on a specific model for each character. Hear is sneak peek of Smelly Jack, which is now in progress.
Quests
We have also been working on implementing core of the quest system. First glimpse of it can already be seen in the game, because ending of the season is made as a simple quest.
But before we can start adding proper and more complex quests we need to first finish our internal writing tool for the quest system. This tool is also used for other texts in the game like conversations.
Addictions
You can now became addicted on alcohol, drugs and ciggaretes if you are using one of those items too many times during small amount of time. Once you are addicted using those items will give you benefits, but if you aren't consuming items which are you addicted to, then you have to deal with withdrawal symptoms. Only way to get rid of those addictions is to survive long enough without consuming those items.
Music
Our music composer Ondřej Morcinek created a lot of new unique music. The length of in-game soundtrack has expanded from 7 minutes to almost 35 minutes.
The music is now more zone based rather then random. Tracks are played in different locations, based on mood of the song and mood of the place in which the player currently is. In the future the music will be also affected with other things like actual weather, current state of the player (if he is alive, ill,...) etc.
Languages
The game is now fully translated to chinese except of few texts, which were changed few days before release, but those few texts should be translated as well soon, so don't worry.
Graphics & Optimisation
Since the last update we have been working really hard on optimisation and graphics visuals. We have finished all our tasks regarding graphics optimisation and we can now move more on improving the visuals. However adding those changes to the public version of the game would take us another week of time, so we decided to release now this content update and the optimisation update with already improved visuals on certain places week later.
Other changes & Bug fixes
Fixed non disappearance of warnings in the bin on the Client
Fixed issues with creating the game, when playing offline
GUI optimisation
Fixed issues on rare monitor setups
Improved crashing in rare situations
Fixed problems with initialisation of Volumetric Lights after rare dll corruptions
Day changes are now visible in lobby for other players
Fixed opening of help screen
GI optimisation
Faster and more optimised NPC streaming
Fixed indirect lighting around Zizkov
Fade in/out of players that are inside
Fixed using character on client from deleted world in different world if they have the same name
NPC are now present even during nights
Collider improvements and optimisation
Dynamic resolution temporarily removed due to performance issues.
It was quite some time since the last update so here is what we have been working since the last update and what was added/changed.
AI
One of the main reason why there was such a huge time gap between the last update and this one, was because we were doing big internal changes in the AI system. Those changes were necessary for the upcoming features, which are yet in the development like fight system, begging on the street, playing on the instruments etc.
Thanks to those changes there are now much more people on the streets and "no life" areas (e.g., Zizkov) have been populated.
Another plus from those changes is that we are now able to make the AI more alive and diverse. We have already implemented that NPCs can go smoking and Hobo characters are starting to have some basic day/night cycle (keep himself warm, have a beer, just chill or go to sleep). The NPCs are also detecting your presence and they are looking at you if you are near. Adding more behaviours is now quite easy and we will be adding new behaviours in the following updates.
Seasons & Characters
One of the biggest highlights of this update are definitely seasons. Each season last 30 days and than you can move on to the next season. However if you don't want to immediately start the next season, you can carry on in the current one and start the new season later.
Each season is more deadlier then the previous one, because of dangerous weather calamities. These calamities are extreme storms with a freezing wind and deep fog. During those storms even NPCs are rather staying inside, so be careful.
However if you will survive the season you will earn coins, which you can use in the brand new character system, where you can unlock or upgrade your characters. There are currently 4 archetypes which you can get (Common Hobo is the standard character which was used until now). Each character has its own specific gameplay style.
Every playable character has already its own 2D visualisation (in the HUD and in the inventory). However currently they all have the same 3D model, but we are already working on a specific model for each character. Hear is sneak peek of Smelly Jack, which is now in progress.
Quests
We have also been working on implementing core of the quest system. First glimpse of it can already be seen in the game, because ending of the season is made as a simple quest.
But before we can start adding proper and more complex quests we need to first finish our internal writing tool for the quest system. This tool is also used for other texts in the game like conversations.
Addictions
You can now became addicted on alcohol, drugs and ciggaretes if you are using one of those items too many times during small amount of time. Once you are addicted using those items will give you benefits, but if you aren't consuming items which are you addicted to, then you have to deal with withdrawal symptoms. Only way to get rid of those addictions is to survive long enough without consuming those items.
Music
Our music composer Ondřej Morcinek created a lot of new unique music. The length of in-game soundtrack has expanded from 7 minutes to almost 35 minutes.
The music is now more zone based rather then random. Tracks are played in different locations, based on mood of the song and mood of the place in which the player currently is. In the future the music will be also affected with other things like actual weather, current state of the player (if he is alive, ill,...) etc.
Languages
The game is now fully translated to chinese except of few texts, which were changed few days before release, but those few texts should be translated as well soon, so don't worry.
Graphics & Optimisation
Since the last update we have been working really hard on optimisation and graphics visuals. We have finished all our tasks regarding graphics optimisation and we can now move more on improving the visuals. However adding those changes to the public version of the game would take us another week of time, so we decided to release now this content update and the optimisation update with already improved visuals on certain places week later.
Other changes & Bug fixes
Fixed non disappearance of warnings in the bin on the Client
Fixed issues with creating the game, when playing offline
GUI optimisation
Fixed issues on rare monitor setups
Improved crashing in rare situations
Fixed problems with initialisation of Volumetric Lights after rare dll corruptions
Day changes are now visible in lobby for other players
Fixed opening of help screen
GI optimisation
Faster and more optimised NPC streaming
Fixed indirect lighting around Zizkov
Fade in/out of players that are inside
Fixed using character on client from deleted world in different world if they have the same name
NPC are now present even during nights
Collider improvements and optimisation
Dynamic resolution temporarily removed due to performance issues.