In this springey update i will be introducing some new features, a lot of fixes and the super mega awesome Polish localization made by Cubey!! Let's go!
Polish localization: hey, our community member Cubey made this awesome thing come true! He translated the full game to Polish, so now we have a third language supported, apart from English and Italian. I'm so grateful for this: thank you!!
Big backpacks have been added to the Vanilla game! Now we have a second and larger kind of backpack that can be used in game, it contains 12 slots compared to the small one which contains only 9 of them. Happy backpacking!
Been fixed the hats and clothing achievement which was fired only on clicking on the use button (the gear one). Now it's correctly applied even by dragging stuff on the relative inventory (head and body).
The crafting window is now diplaying more infos in the detail panel of each recipe and is also correctly displaying the ingredients tooltip.
Fixed a bug in the crafting system which used to remove more items of the same type when crafting a recype marked with a wildcard in some ingredients list item. Now this is not happening anymore. Yuppi!
As many users reported to me the game was producing strange and annoying sounds each time you loaded a savegame. This was a bug causated by the game updating it's status and making weird noises in the process. Now those annoying sounds are gone forever and we will not miss them!
Labels, labels, labels. Why those labeling fixes do never end? I will survive them and fix them all!
Credits have been updated, to make space for some of our awesome community members!
So this is all for this latest patch! I wish you to have a cool springtime, even if many of us have to face this strange and bad situation of the coronavirus. Many of us are stuck at home, myself included, many are in a struggle with their job, and many also had friends or relatives struck by this awful disease. I would like to wish you all of the luck in this situation, and i hope we will be out of this soon and also that we can learn something from it: this capitalist frenzy that we call modern society is killing us all, even those who - apparently - have much more privileges from it. We'll have to rethink it in some ways, since going back to the same point where all of it started would be like just going on for another crisis, which next time will maybe struck even worse. Let's think about it, and stay strong everybody in those grim times.
For the next days I'll be here developing, and fixing stuff as usual. Please get in touch if you need help, or if you just want say hello!
Happy Hard Times! iv.
The console update!
Hi everyone, Ivan's here!
In this update i'm releasing the new command line console, which is an aid tool intended to help out for testing, modding and everything you want. There are also other implementations and a number of fixes. So let's list them all:
The new console is available to the public branch from this update. Use F6 to open it and type 'Help' to start with a list of all the available commands. Each command can be called with the -h parameter to get additional, detailed help. For now the commands come in a limited number, but i'm planning on expanding them in the future. Also, it's important to note, commands can be expanded and modded via c# using the modding engine. This way people can write their own commands and share them with the community via modding.
Application logging has been disabled by default in the build, to improve performance. It can, however, be activated and deactivated via the console. Press F6 to open it up and type Help for getting help on available commands.
I Fixed an old time bug regarding tooltips appearing empty on some Linux installations. It was, basically, a resolution problem. Thanks to Cubey for helping out in recreating and understanding where it came from.
I added two new configurable parameters to shops in the game: achievementOnRob and achievementOnSteal. Respectively giving you the opportunity to customize achievements fired up when robbing a shop or stealing an item from it. If omitted they will default to "RobShop" and "StealItem".
As per the previous new feature I added a new achievement to the vanilla game: RobShop will be fired the first time you rob a shop.
In the last updates we've been struggling a bit with shop refill routines, fixing and re-fixing them again and again, cause we didn't find the correct way to approach the problem. Now it SHOULD be fixed forever and ever, since the routine is now correctly taking into account the maxQuantity and minQuantity parameters specified in the shoppables list of each shop.
Fixed a small bug which fired an error message when leaving certain scenes. It was there, not affecting anything apparently, but now is gone and we wont miss it.
As always i'm fixing ever more labels patch after patch. They never end, labels are evil and them want me to turn crazy and howl at the moon.
This is it for this latest update. Let me know if you need help, if you want to mod console commands, if you want to report bugs or want me to implement some fancy new feature in the game (in the latter case i will probably decline, but you never know, sometimes some ideas are brilliant and i love them).
As always thanks a lot for your support, your patience, and for playing my game, which is the most important thing right here. See you in the next days, for new updates, new patches and new labels to fix!
iv.
Command line console in the beta branch
I've pushed on the Beta branch the "console update". Now there's a command line console in-game (press F6 to open it) which you could use to manipolate doors and spawn items. The console backbone is there and is working, but there are few commands implemented. Another notable thing is that the console is fully moddable. You can write you own customized commands in c# and feed them to the modding engine for them to be used in the console. This way it will be possible to create mods expanding the console capabilities and such things. I will implements new commands as i see fit, and as i get the time, and i would like to hear from you which commands you feel could be most useful, so that i can work on them. Also if you write useful commands that you would like to see in the vanilla game for everyone to use just get in touch with me and we will see. As always, thanks everyone, and get in touch with me if you need further infos on how that works. I didn't manage to write a proper guide for it yet. But i will do asap. Happy Hard Times!
PS: check this guide if you need to know how to get into the beta branch https://steamcommunity.com/app/907410/discussions/0/2264689848036012849/
Update 1.0.2.b4901496 is now live!
Hi everyone! Ivan's here.
In this latest patch i'm going to address some fixes but also i will introduce some new features regarding items and modding. So let's start!
robbery_effect: the effect fired when robbing a shop is not fixed anymore but can be modified and changed by modding. Every shop now has a "robberyEffect" property that defaults to "robbery_effect" but can be changed and set to a custom effect if needed. For example: { "shopId": "Business Mailbox", "shopSpriteName": "business_mailbox.png", "shopType": "Shop", "openHour": 23, "openMinute": 59, "closeHour": 00, "closeMinute": 00, "refillIntervalMins": 60, "robberyDuration": 10, "robberyRecoveryMins": 500, "effectNeededToRob": "business_key_effect", "robberyEffect": "business_mailbox_effect", "shopMinItemsDropOnRob": 5, "shopMaxItemsDropOnRob": 5, "shoppables": [ { "itemId": "business_contracts", "itemType": "SpecialItem", "price": 1000, "minQuality": 4, "maxQuality": 4, "minQuantity": 5, "maxQuantity": 5 } ] }
maxUses property for items: i've implemented a new property to the BaseItem class called maxUses which controls how many times items can be used before being destroyed. It defaults to 1 but can be raised to create multi-usage items. Example: { "itemId": "Old Goat liquor", "itemSpriteName": "old_goat.png", "itemExpiration": 43800, "maxStackable": 1, "maxUses": 5, "itemEffectOnUse": "alcohol_effect", "achievementsOnUse": "UseAlcohool", "achievementsOnCraft": "BrewAlcohol", "effectModifiers": [ { "statId": "playerTemperature", "statModifier": 5 }, { "statId": "playerClean", "statModifier": -2 }, { "statId": "playerSpeed", "statModifier": -0.3 }, { "statId": "playerScandal", "statModifier": -2 } ] }
This example is taken from the Vanilla game
Now equipping a blanket in your equit slot will make you wrap in it like a burrito. This is going to give you some additional warmt modificator. Neat and easy. Thanks to Mike Yamato for suggesting it to me.
Added support for items containers to have up to 30 slots! This is following the recent update which introduced big containers furnitures. So now also container items (bags, backpacks and so on) can sport lots of slots. In a next patch i will introduce also some big backpacks in the Vanilla game. Until then this feature will be available only via modded content.
Fixed the Scaby Doo liniment description, which was still missing!!!
Camping tent confort value was raised due to balancing problems. It is now more comfortable that a bench or a carton box bed.
The text of the better cardboard bed quest for Harry has been slightly modified to make more clear that he is referring to a Better cardboard bed.
Some italian localization labels were fixed due to the famous neverending label fixing effect, which causes localization labels to have always some more to be fixed, more and more, for ever and never finishing even if i continue to fix them day after day.
Hey, looks like that's all for now! Those were the patch notes, me it's Ivan, the game is Hard Times and you players are awesome. Thank you for all your support!
Happy Hard Times everybody! iv.
Update 1.2.0 b.4895433 is live!
Hi everybody! Ivan's here.
In this big new patch the game is receiving a good amount of fixes and improvements, focused especially on modding. So let's start the dance:
Added support for scripting custom state machine actions for Npc's ai behaviours. Those new actions can be scripted in c# and can be attached to player effects and executed on player interaction. This opens up a whole new world of possibilities for modders to create brand new and complex behaviours for in game's npcs. I also made a small and ameliorable guide on the official Hard Times Wiki. I am juggling between fixing stuff, developing new features, writing docs, helping players. So have pity on me if the guide is kinda small and not excellent. I will, nonetheless, be super happy and available to help any single modder who should need clarifications, help or anything. Just get in touch with me via mail, steam forum or discord.
Also on the modding end i added a super small helper for those who are creating custom modded scenes or are editing the vanilla ones, adding stuff, npcs and more. Now while playing in any game scene you can press and hold the F5 key and a small widget will apear telling you the exact ingame coordinates under the mouse cursor. This is meant to help you placing shops, people, spawners and so on while designing custom scenes.
Another fix on the modding engine is the introduction of the custom shop collider offset properties in the custom scene json document. Now you can use it to fix the default offset the colliders has on vanilla shops objects (which is: 0.25,-0.63). This way you can avoid having collider not properly centered on your custom shops sprites. Just set in manually to 0,0 to have it properly centered. This is an example from the forthcoming new version of the Bestfriends mod by XC: { "sceneId": "zero", "sceneDirectory": {}, "doOverwriteBaseproperties": false, "pavementSpriteName": "", "objects": [ ], "doors": [ ], "shops": [ { "modShopId": "Business Mailbox", "shopInteractableDistance": 2, "modShopPositionX": -14.00, "modShopPositionY": -5.7, "shopColliderWidth": 1, "shopColliderHeight": 1, "shopColliderTrigger": false, "shopColliderOffsetX": 0, "shopColliderOffsetY": 0, "modShopRotation": 0 }], "spawners": [ ] }
A bug was fixed causing items defined without explicitly setting the effectModifiers array to empty, in the case there was none to declare, causing the item to not work properly. As of now, instead, you can safely omit that parameter from modded items definition, in case such items do not need it and have no effect modifiers set.
Fixed shop robbing which still had problems after last week's fixes. Now the drop rate is consistent and correct. Plus i added another configurable parameter "shopMinItemsDropOnRob" in addition to the one introduced last time (was shopMaxItemsDropOnRob) to completely define the robbery drop rate of any single shop in the game.
Added medium (12 slots) and large (15 slots) containers furnitures in the Vanilla game. Nonetheless the game supports containers furnitures of up to 30 slots for modded furnitures. Actual supported containers furnitures sizes are: 1, 4, 9, 12, 15, 18, 21, 24, 27, 30 slots.
Fixed a bug in church flyier items behaving strangely when you had not a church quest ongoing. This problem should fixed now.
Fixed a bug in punk concert event causing music of the concert to play over game music in some occasions. This caused a mess and is now fixed for good.
As always im also ever fixing lang labels which seems to be a neverending story necessiting neverending fixes. When you think you made it all, it always pops out some obscure and rare label that is not yet implemented or just needs to be fixed and edited. That's life i guess.
Thats all for now, this was a pretty fat update with some important fixes and new features. I hope you are enjoying the game and, if it's the case, let me know, leave a review, drop by the discord or send me a message as most of you are already doing. This is a passion project, a free game, and this is the fuel which let's me still - after more than 4 years - be here, coding and juggling and crying and swearing and debugging and so on.
Happy Hard Times Everydoby!! iv.
Update b.4884162 is live!
Hi Everybody! Ivan's here.
I am pushing this new patch today which addresses some problems which were pointed out in the forums and some new stuff: the support for bigger containers.
Tooltip bug: some users are having problems with in game tooltips. Those users experience all void tooltips. I have seen a couple of videos of the problem but i wasn't able to reproduce the problem, not on windows nor on linux. I am, in this difficult situation pushing out blind fixes which i hope will make fix the problem, but i can't tell for sure. Let me know if you experience this problem: get in touch via mail or on the discord and we will try to sort it out!
I have reworked shops filling routines. That was kind of a nightmare. It is strange how some of the things more easy on the paper will then come out as a literal bloodbath. Existing problems, design mistakes and other stuff made this work so hard. Still them are not perfect, so i will come on this topic again. But for now they work and should be good enough.
I corrected and fixed many localization labels both in english and in italian. This is a never ending work, labels seem to come in an infinite number and so does fixing and correcting them.
As reported by a kind user there was a problem with lightning not despawning when they happen in the exact moment as a player is changing room. This problem has been fixed.
Due to great request i have implemented support for many different sizes of craftable container furnitures in game. In the next patch Vanilla game will have added a medium (12 slots) and a big (15 slots) container, while other sizes are left out to modders to express their creativity. (Thanks to XC for his help on this matter). The support is implemented in the game with this patch.
Fixed a bug on shop robbing which caused the possibility to start multiple robberies as the preceding ones were not concluded. This is now fixed, also thanks to Mama Llama for hints and for reporting the problem.
That's it for now. I still have new features and fixes to be pushed on the beta branch, so - if everything will go smoothly - they will be live in the next few days.
As always, super mega iper tera thanks to all the folks playing the game, reviewing it on steam, chatting in the discord and giving me tons of support. See you in a few days.
Happy Hard Times everybody!! iv.
New update b.4870389
Hi everybody! Ivan's here.
In the latest patch i have released a small number of improvements, thanks to all the suggestions and hints given to me by players on the forum and on the discord server!
Fixed the "spare metro ticket" miniquest image, which was wrong
Lowered consistently the wallets and bags spawn rate in all of the game scenes.
Now the drop rate of shops being robbed is much lower, from 1 to 3 items. Also shops have now a parameter in their json file ("shopMaxItemsDropOnRob") which can be tweaked to choose the maximum number of item that can be spawned when each shop is robbed (default is 3). I will take some time to tweak them and release another update in the next days.
Fixed a bug in the modding engine which prevented custom c# scripts to be properly compiled when attached to furniture items. Now furniture items created by modders can implement custom c# scripts for new behaviours to be created.
Consistently lowered the prices paid for furnitures by the furniture buy shop in the vanilla game.
As always thanks to all the people playing the game and giving me support, advices and hints. Also i would like to give a special thanks to modders who are working on the modding engine, helping me out in developing new features and fixing problems as they find out about them (especially XC who is creating a lot of content and helped me point out many problems and things to fix).
That's all for now, i will be back in the next few days with further improvements, balancing and fixing.
Happy Hard Times everybody! iv.
The Weather Update
Hi everybody, Ivan's here.
I just pushed out a small patch addressing a problem existing in the weather system which caused some players to end up in a loop of ever raining weather which was very hard to break out from.
I should have corrected the issue and now the weather in game should be way more balanced.
Also remember that the weather system is fully moddable via the WeatherDescriptor.json, so creating new weather scenarios (icy polar or hot equatorial towns for example) is possible via modding.
Check out the wiki: https://wiki.tempi-duri.net/doku.php?id=starting_modding
And the mods repository: https://hardtimes.mod.io/
For some guides and examples about how to do it!
Finally I would like to express my gratitude to XCoder for his support and problems reporting, and also for his patience about me working on the project in my free time and after my day job.
Thanks to everyone who is supporting the game, this is a free game and a passion project and your help and support is the fuel that makes me go on developing and fixing it.
Bye!!! iv.
Pushed new patch v.0.1.4 b.4679924
Hi everybody,
Ivan's here. I'm writing this patch note for the last two bugfix patches released in the last days.
I've been correcting some issues as reported from users on the Steam forums, including:
removed the possibility to pack up containers containing items. You have to emty them up before.
fixed a problem with hammers not showing up correctly in shops and spawners
fixed a number of mini quest dialogues bugs with localization
As always i have also fixed some errors in the localization (they are never ending).
And that's it! I would like to thank a lot all the users which are playing the game and reporting ideas, bugs and suggestions on the steam forum. I am keeping a close eye on it and i am trying to fix and tweak the game as new feedbacks and ideas come up.
Thanks a lot! iv.
Hard Times update patch n.4645479
Hi Everyone! Ivan's here.
In this latest Hard Times patch I'm pushing some bugfix to the game (thanks to user plank'st for pointing them out).
-- The first bug was an horrid and blasphemous problem concerning the drag system, letting ghostly images remain on screen when someone initiated a drag action and then suddenly closing the original inventory. In that case ghostly images remained on screen until a restart of the game, scaring and terrorizing users worldwide.
-- Another bug was concerning the green ghost representing furniture images being placed, which was interacting with npc and people in general, pushing them around as it's collider was inadvertedly firing collisions. Now is, hopefully, fixed and won't be a problem any more.
-- On some machines the intro text was not being showed correctly, on the bootstrap screen. This was a very disappointing bug since i like that text very much, and i couldn't stay with my arms crosed staring at such a misfuncional software disaster. So i took actions to correct the problem and now everyone should be able to read it and make their considerations about it.
-- Lastly, this is not a bug (unbelievable uh?), but i would like to point you to the amazing Hard Times Official Soundtrack, composed and performed by my best friend "HELLO MY NAME IS" which is available for streaming and downloading on bandcamp: https://hmni.bandcamp.com/album/tempi-duri-ost-promo-version Go listen to it now! It's an order!
This is it for this last patch, thanks to all the peolìple who is playing the game and thanks to everyone who took some time to get in touch with me, asking questions or reporting bugs. Thanks, much love!