Experimental beta - 1.16 patch notes

Hobo: Tough Life

Hobo: Tough Life is an urban survival role-playing game where you play as a homeless person. Play alone or team up in online co-op. Explore the streets of Praslav, scavenge for food and supplies, beg, steal, and do whatever else it takes to survive the forthcoming winter.

[h3]Bug fixes[/h3] [list] [*] Selling items to NPCs. [*] Unstuck option in Drax’s area not working properly. [*] Scale for female models (there was an unintentional reduction in size of about 30% during optimizations). [*] The error of freezing the screen and items disappearing in the buyback screen. [*] Player collision with the environment (fixed "flytraps"). [*] Warehouse upgrades not showing in HC mode. [*] Duplicated hints in the dialog. [*] Upgrade options even if the player has a bonus in the hideout at max. [*] GUI getting stuck when selling/ buying. [*] Quest and character tracking on the map. [*] Defecating notifications. [*] Cap reduction of defecation from 100 to 99. [*] English label of cardboard bedding in Czech version. [*] Graphic bugs fixed. [*] Zookeeper achievement fix.  [*] Sweet Home achievement added.  [*] Influencer achievement gained, when earning reputation with NPCs over 100. [*] Added indication of achieved level at level up. [/list] [h3]Correction/update of texts[/h3] [list] [*] Crazy reconciling with Zachy. [*] 2x carnations with toilet attendant. [/list] [h3]Rework and optimization[/h3] [list] [*] Achievements (complete refactor of the internal system) [*] Sound optimization and quality tuning [*] Rendering optimizations [*] Scratch off card scratching optimizations [*] Compression improvements (smaller size especially on Nintendo and Playstation) [*] 3D character models [*] Improved texture loading, it no longer happens that the textures are loaded asynchronously and for some time they seem blurred [*] NPC spawning [*] Occlusion culling and related light issues. [*] Reflection rendering [*] Light quality improvement [*] Vegetation (multi-level system according to quality settings) [/list] [h3]Unexpected snags/things that caused delays in updates[/h3] [list] [*] The need to add a system to re-initialize internal systems when going from offline mode to online. (If you do not have a paid mode on the console the game is in offline mode by default. When purchasing online you have to switch to online mode to which all systems must respond) [*] Complete rework of saving options [*] Correction of intro playback - correction of termination/skipping, solving the problem with playback on consoles. Different quality versions are added according to the hardware, etc. [*] SDKs (EOS, Nintendo…) update needed and fixed incompatibility of existing code [*] Complete asynchronous scheduler refactoring due to differences in working with threads on different platforms [*] Problems with memory allocation in multiplayer on non-windows platforms. Re-allocations from C# code to native plugins tailored to the platform needed (One of the two biggest delays. It was not known where the problem was, it was solved with Epic, Unity, Nintendo, and Sony and in the end, we managed to find out where the problem is and how to solve it.) [*] Unity version was downgraded due to performance degradation caused by some of the fixes in the engine. [*] Fixed various rare errors with the save system on Playstation. [*] Fragmentation of streamed parts of the city is needed for better memory management and faster/more efficient loading [*] Problem with depth rendering (depth buffer) solved on the PS4 base (necessary correction/intervention by Unity into the engine). [*] The solution to the problem of continuous freezing during the game (the second of the two biggest delays; was noticeable, especially on PS4 and Xbox One). [/list]