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No Time screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

No Time

Patch Notes for V0.988

Here are the patches since the main update last week!

Enjoy time traveling!

  • [p]Post Main Update[/p][p]p1[/p]
  • [p]Fixed arrow buttons in the trade menu not updating the offer list[/p][p]p2[/p]
  • [p]Added ability to undress costume and head gear via simple click, no need to drag n drop[/p]
  • [p]Fixed a bug that would allow you to use vertical thrusters without hover conversion[/p]
  • [p]Fixed the drag timer in the plc ui inventory taking too long[/p]
  • [p]Fixed interaction between box and glove box in car[/p][p]p3[/p]
  • [p]Fixed a wrong translation of the "weighing you down" line for the plc inventory[/p]
  • [p]Fixed the russian translation overlap in the save load system[/p]
  • [p]Fixed interacting with ride objects from the plc[/p][p]p4[/p]
  • [p]Fixed the world travel menu that broke after the trader bulk revamp[/p]
  • [p]Fixed offer lists with offers smaller than 4 displaying empty default buy buttons that do nothing[/p]
  • [p]Fixed the bug that would not allow you to load the other two auto saves[/p][p]p5[/p]
  • [p]Added a bit fluorescence to the plc labels, so they glow in the dark[/p]
  • [p]Removed the inventory stash tootlip to avoid confusing new players who still need to get a grip of the older quick menu[/p]
  • [p]Fixed Edward and company hovering above the elevator when first going down in DUUUTU, [/p]
  • [p]and a couple more softlocks and issues with npc's getting stuck, falling into the lava during the sequence[/p]
  • [p]Fixed the stats button in the russian translation from being empty[/p]
  • [p]Fixed computers from existing during the 1950s at the mechanic place[/p]
  • [p]Fixed the player from having an invisible head in the plc inventory display[/p]
  • [p]Fixed being able to clip into st thomas school during time travel[/p]
  • [p]More fixes to the stash inventory interaction[/p][p]p6[/p]
  • [p]Revamped the Aurora(Jupiter) texturing and added a way to climb back up in case you fell down the ship in the 90s[/p]
  • [p]Fixed travel options trader from displaying burger buttons[/p]
  • [p]Fixed potentially the falling through ground issue when switching into gamma timeline[/p]
  • [p]Fixed potentially the issue with money stats not being displayed in russian language[/p]
  • [p]Fixed wild west poncho clipping though player[/p]
  • [p]Fixed a bug that would not display the rent a room option at all, if you got no money[/p]
  • [p]Fixed the inability to craft the weather core in act 3[/p]
  • [p]Fixed putting off hand item into box will break your animation[/p]
  • [p]Fixed soup and other drinkable objects from breaking the stash inventory upon interaction[/p][p]p7[/p]
  • [p]Fixed being able to get stuck by time traveling into the church[/p]
  • [p]Fixed the missing map marker to the pipe entry for act 3's kraken base[/p]
  • [p]Fixed the placing of the robots during the ai battle act 3, as the roads have been replaced, misplacing many of the npc's spawns[/p]
  • [p]Fixed the native at the end of act 2 from potentially floating mid air and the bad natives in 300bc[/p]
  • [p]Fixed campfire diappearing into thin air once ignited[/p]
  • [p]Fixed it so melee enemies won't get stun locked every time by melee attacks[/p]
  • [p]Fixed npc's fighting each other with swords, being locked in perpetual faint attacks[/p]
  • [p]Fixed second defeat in arena breaks cycle and you are stuck indefinitely[/p]
  • [p]Fixed being able to sell items indefinitely after the first round of selling[/p]

March 4th V0.988 | Beta 2

Hello fellow time travelers!

Today marks the second major beta update.

[p][/p]

Inventory and Trading oriented improvements and many bug fixes and many smaller cool additions!

[p][/p]

Here is a small preview newspaper made by Odebla.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/b63813b8d0cc610a5e01f080718af8ba76e516c8.png"][/p]

Inventory & PLC Revamp

[p][/p]

The PLC got a slightly new look!

[p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/34710162/fc0ab628e61352ab37c39bc7a411072a364e3183.png"][img src="https://clan.akamai.steamstatic.com/images/34710162/81a7205c61d987f92c955e547cc3349a1056dda6.png"][/carousel][p]All sections of the plc can be accessed on the right side. It is kind of based on my old portable Unversum/Sanyo Tv Radio (second image), which also has these kinds of knobs[/p]

The stats window now has the player stash subsection, where you can stow away more items, at the cost of slower movement.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2db989724a505c3e58f32f588d7edb8c0f4913e1.gif"][/p]

Pressing 'I' stashes away objects in your hand into your inventory stash! You can also interact with boxes from there via double click. The quick access menu still works like before!

[p][/p]

Trade revamp & Box Interaction![img src="https://clan.akamai.steamstatic.com/images/34710162/355c2736d7db81b753781bfd0cd4d2bedcf588fa.gif"]

Offer list traders now allow you to buy a couple items at a time, and place them into boxes or your inventory if space is available!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/c24a302ee0b1f1be66652297815580ec76efa42b.gif"][/p]

You also move items in between boxes and or into inventory!

[p][/p]

More box types!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/cf724bb8aabc246d8e206b2c7578ce4b01502394.png"][/p]

Dimension boxes are no longer crafted, instead you enhance existing boxes on the workbench, with the dimension expansion.

(Your crafty recipe has it installed automatically if dim box was unlocked)

Box compartments now come in the forms of chests, crates and the old original boxes, which can be bought in various time periods!

[p][/p]

Save System has more auto save slots and preview images!

[img src="https://clan.akamai.steamstatic.com/images/34710162/593dc1001f2099ee2ab41348c7074fce269fc028.gif"]

All new saves will have a preview image to help you in seeing where you left off, I re-textured the cassette slots.

The slots -1 and -2 are now also slots delegated to auto saves. In case one auto save gets you stuck some where and you got no manual save, you can load one or two auto saves back!

Auto saves are textured white, and manual saves are now textured as black.

[p][/p]

Trooper agents deploy small seekers!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/c2dfbfda440b3d477628a8122f391025f58ec34c.gif"][TAG-100][/p][p]If a trooper agent time travels to you, he may deploy a little robot to attack you![/p][p]I also revamped the trooper agents look.[/p][p][/p]

Little time chip revamp!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/41f3e7989d4bb478bdee4a929806b8158a1bd14e.gif"][/p][p]I found this old board in my stash, which was used in the 80s to improve performance of some HDDs.[/p][p]It had the the general shape of a time override chip, so I thought it fit as a remodel.[/p][p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/34710162/8ce4e450a8d559d6ed6a75b30c2876f0c842d416.png"][TAG-130][img src="https://clan.akamai.steamstatic.com/images/34710162/ae4fe42911a4afe19833ca18213b277f6dd0e64b.png"][/carousel]

And so we continue on our journey towards the full version, with the next beta update focusing on more bug fixes and multiplayer improvements!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/10dd524d3fefff50b7089fde5fab694caf1a959f.png"][TAG-140][/p]

Now there were many more additions and bug fixes/ improvements, which I have not presented above

but you can check full changelog is listed below!

[p][/p]

Good luck on your time travel adventures and God bless!

[p][/p][p]March 4th V0.988[/p]
  • [p]Added bulk buying[/p]
  • [p]Added time travel log command called gettravelentry, allows you to print out a log that spans up to 20 entries[/p]
  • [p]Added an inventory stash and equipment menu, that can be viewed from the plc[/p]
  • [p]Added more basic info into the helloworld plc program for new players[/p]
  • [p]Added ability to add items into inventory stash through the rebindable 'I' hotkey[/p]
  • [p]Added ability to recolor plc from code with the command: systemcolor "red" (blue, cyan etc) (0-8)[/p]
  • [p]Added a tutorial line by the narrator for the save tool tip, displaying the save and load ui, when entering 2014[/p]
  • [p]Added an option for ui to move pixels every couple seconds to presserve old monitors from burning out[/p]
  • [p]Added two additional auto save slots, so that the player can jump back in case the prior save slot got broken[/p]
  • [p]Added screenshot previews of save files[/p]
  • [p]Added the ability for trooper agents to deplay mini seekers[/p]
  • [p]Added lost bob in 1650s and muscle house advert notes to the muscle house[/p]
  • [p]Added ability to fuel a campfire via interaction whilst holding a fuel item & added more items that can be used as campfire fuel[/p]
  • [p]Added more places to unlock the space core item, since it is now necessary to build the dimension enhancement[/p]
  • [p]Added late medieval chests and cardboard boxes as storage items, can be enhanced by dimension upgrade respectively[/p]
  • [p]Added a possibility for trooper agents to spawn instead of regular agents, via time incident in the past[/p]
  • [p]Changed the dimension box upgrade to be now an upgrade item that can be applied to all box types on the workbench, instead of crafting a separate dimension box[/p]
  • [p]Revamped the save load system, differentiating save slots via coloration (white is auto, black is manual)[/p]
  • [p]Revamped the box interaction menu to allow for transfer from box a to box b[/p]
  • [p]Revamped the trade menu to allow for bulk buying, and direct transfer into boxese or inventory stash[/p]
  • [p]Revamped the PLC mesh[/p]
  • [p]Revamped the override chips mesh and texturing[/p]
  • [p]Made mim notes unloadible by default to avoid their clogging in memory and safe file size[/p]
  • [p]Fixed glass items possibly getting destroying from collision when at high velocity[/p]
  • [p]Fixed the ability to buy two dimension gates, should only be able to buy one[/p]
  • [p]Fixed missing collision in the hover lane conduit antennas[/p]
  • [p]Fixed it so at act 2 start the car is set to hover by default[/p]
  • [p]Fixed the cooked state item that respawns will be dropped[/p]
  • [p]Fixed the native's 300 bc flags to be at a right angle[/p]
  • [p]Fixed after last stage quest starts, damage info stays on screen[/p]
  • [p]Fixed the broad tree cap texture from floating off the branches[/p]
  • [p]Fixed enemies phasing through the ground once knocked out[/p]
  • [p]Fixed a bug of bringing two or more bounties in at once the second one breaks the family tree loader[/p]
  • [p]Fixed some performance issues stemming from the main Gameplay Loop handling light sources and the sandbox menu causing some overhead outside it's active state[/p]
  • [p]Fixed a missing translation of the Ragnar.txt line "now I know how Edward felt like"[/p]
  • [p]Fixed bulletin board being broken after 2100[/p]
  • [p]Fixed the dude selling soup with dollars in 2050[/p]
  • [p]Fixed safehouse computers low placement and exploding into infinity, when hit[/p]
  • [p]Fixed a bug where adriano would not escape up the fire ladder, if the Noir quest is inactive[/p]
  • [p]Fixed meddoc has barbotte dialoge[/p]
  • [p]Fixed cape dun trainer has pine city greeting dialogue[/p]
  • [p]Fixed buying and selling wine at antique store gains too much money, and fixed missing ages on all items in that store[/p]
  • [p]Fixed the resolution drop down not showing the full resolution with the hz rating for the setting[/p]
  • [p]Fixed hover convo dialogue has dollar currency as payment post 2030[/p]
  • [p]Fixed some text in russian translation overflowing from note books[/p]
  • [p]Fixed ng plus item cardboard box is always visible no matter the year[/p]
  • [p]Deprecated the old Dimension Box item, since it is now possible to enhance normal boxes with the dimension enhancement[/p]

Patch Notes, past two weeks

Hello fellow time travelers!

There were a couple patches these past weeks also in regards to the vanishing inventory items bug and some performance improvements.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/39b59990a7103cd160f32b06eafa965658e91cd8.png"][/p]

I will start work on the next beta update, potentially next week. It will cover item handing/ bulk buying and potentially a small inventory/ equipment system that would act as another sort of storage area.

[p][/p]

Hope you enjoy!

[p][/p][p]p5[/p][p]-Added a requested feature to be able to ride cars on top[/p][p]-Added medistation at arena and medical sector in 2300AD[/p][p]-Added boat shaped cave as map marker[/p][p]-Added meta abilities to meta car engines[/p][p]-Added city plan maps to 2300[/p][p]-Revamped snackbox icon[/p][p]-Fixed the car's max speed not to be speed of sound[/p][p]-Fixed the bug that would make you stuck if using a musical instrument and opening plc[/p][p]-Fixed being able to trigger third person when handling an instrument[/p][p]-Fixed a bug that would make it easy for items made of glass to break inside the car[/p][p]-Fixed a bug that would destroy the planet generator terrain and script in some very small cases[/p][p]-Fixed a performance overhead caused by bens chat script in 2014[/p][p]-Fixed a bug that would not apply the ee robo head to the robo main frame[/p][p]-Fixed not being able to rename boxes if they are inside the car[/p][p]-Fixed vending machine display cost of minus dollar[/p][p]-Fixed the orange glow in some sci fi texture objects like guns and robots[/p][p]-Fixed being able to get softlocked by getting stuck in the 300 bc platy arena[/p][p]-Fixed the elevator labeling on north district elevator leading down[/p][p]-Fixed the 2300 star port hologram from being vertical[/p][p]p6[/p][p]-Disabled hdri by default[/p][p]-Fixed a bug that would allow you to get softlocked on Eleeh by entering the planet prematurely without any companions[/p][p]-Fixed the choppyness of the light source loader[/p][p]-Fixed a bug that made the linux game unplayable due to the program being case sensitive[/p][p]p7[/p][p]-Increased fuel consumption by a tad[/p][p]-Changed Rendering Mode to forward for some performance tests[/p][p]-Fixed some out of date notes mentioning Eleanor[/p][p]-Fixed the faulty translateion of Sandy Cave under MapMarkers for the Russian translation[/p][p]-Fixed a couple frame performance issues in 2014[/p][p]-Fixed performance issues caused the old unoptimized speed tree shaders[/p][p]-Fixed the mod loader cog wheels overlapping with the load detail text[/p][p]p8[/p][p]-Fixed direct translation of Duutu and Eleeh into russian letters[/p][p]-Fixed potentially the loss of inventory items upon save load and during time travel[/p]

Patch Notes for 0.987

[p]Hello there![/p][p][/p][p]Here are the patch notes for the past two weeks![/p][p]Good luck on your time travel adventures![/p][p][/p]
  • [p]p1[/p]
  • [p]Fixed the black screen death at the end of the act 3 time tunnel sequence[/p]
  • [p]p2[/p]
  • [p]Added hint that tells you contrast and brightness blocked by HDR Eye Adaption[/p]
  • [p]Revamped bridgetown & appartment look to be more distinct and final[/p]
  • [p]Switched out bridge town lift with gravi lifts[/p]
  • [p]Fixed the ability to access the telescope from outside in 1795[/p]
  • [p]Fixed the weird handling of the accordion man case note in archives[/p]
  • [p]Fixed the lightmap incongruity in edwards basement[/p]
  • [p]Fixed the blackhole effect in the safehouse acting up[/p]
  • [p]Fixed being able to control the arcade whilst not sitting on the chair[/p]
  • [p]Fixed imperial currency going into minus when not having enough money for arcade[/p]
  • [p]Fixed the bug that would not allow you to drop patties onto buns in the burger job[/p]
  • [p]Fixed the flickering shadow effect when inside the car[/p]
  • [p]Fixed the toon edges at the window views bugging during the kraken base level[/p]
  • [p]p3[/p]
  • [p]Added a uranium dispenser to the beginning room of the tutorial level[/p]
  • [p]Increased distance to explode the car during Welcome in Pine Lake Sequence[/p]
  • [p]Changed landing cam to display depth instead for better visual aid of distance to ground[/p]
  • [p]Fixed a load of typos thanks to the help of Laxbum25[/p]
  • [p]Fixed a bug that would break the fonts upon switching back from russian localization[/p]
  • [p]Fixed Manhofer from missing level objects during the last stage quest[/p]
  • [p]Fixed missing textures for bridge town after revamp[/p]
  • [p]Fixed steering wheel hold animation lerping from being a bit buggy (switched from blendtree to time offset play anim)[/p]
  • [p]Fixed steering wheel not turning in locked hover steering[/p]
  • [p]Fixed hover text overlapping with display mesh by being too big[/p]
  • [p]Fixed the bug that broke the hill men not moving towards the fort[/p]
  • [p]Fixed a bug that would allow the player to infinitely gain money via viking gold trade[/p]
  • [p]Fixed clipping ruins for vikings in the 14th century[/p]
  • [p]Fixed being able to trigger the end sequence in the hill men quest with jano still being too far from the cave[/p]
  • [p]Fixed potentially Westwood remaining floating in air after act 3 ends[/p]
  • [p]Fixed steam trophy for far future cannot be triggered post 2080[/p]
  • [p]Fixed the graphics options in start menu not being able to be changed[/p]
  • [p]Fixed being able to get the bc achievement from being in the cutting room floor[/p]
  • [p]Fixed it so you cannot continue the wild west quest post 1972[/p]
  • [p]Fixed tiny guards in cape dun[/p]
  • [p]p4[/p]
  • [p]Fixed car physics at higher speeds[/p]
  • [p]Fixed the matter replicator breaking after one use[/p]
  • [p]Fixed landing cam view just being white in safehouse[/p]

V0.987 Mini Update for new year | Toon Edges & HDR | Russian Language

Hello fellow time travelers.

[p][/p]

Here is a cool list of new features and bug fixes to start off the new year!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/5f30ee202f1660063af0403888ad36776681b2ab.png"][/p][p]newspaper by Odebla[/p]

Toon Edges & Eye Adaption

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/518f9e4bedaeb92d91dacc3f63d6aad20d1fda6e.jpg"][TAG-20][/p][p]Toon edges are back, after I managed to fix the issue with the effect clipping with the ocean shader.[/p][p]It can be disabled in the graphics menu![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/8f3bf4761461109a5ce94d41be160c6b59070e3d.jpg"][/p][p]Fixes to the Eye Adaption Feature should make it now possible to use it in your normal Gameplay.[/p][p]It is defaulted to be enabled when selecting the highest graphics setting. [/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/a483607e2abe40a38c644001b859f56735ee04d8.jpg"][/p][p]Similar to the human eye or a camera, the view will slowly adapt to dark spaces or grow dim when looking at bright sources of light.[/p]

Russian Localization

[p][/p][p]All text files were translated by a talented small native speaking team! Textures will follow in the future.[/p][p]The new fonts should work with the cyrillic alphabet.[/p][p]In case of mistakes in grammar etc. Make sure to make a post in the thread and it will be fixed :)[/p][p]Enjoy![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/515a1af2d5e5ac224ac1be57c81d32f849ef0d1a.png"][/p][p]Все текстовые файлы были переведены талантливой небольшой командой носителей языка! Текстуры будут добавлены позже.[/p][p]Новые шрифты должны работать с кириллицей.[/p][p]В случае грамматических ошибок и т.д., пожалуйста, напишите об этом в теме, и мы их исправим :)[/p][p]Приятного использования![/p][p]I am presently searching for volunteers to make Polish and Ukrainian & French language packs. Please let me know in the comments, if you would like to lend a hand![/p]
[p][/p]

New Hover Car Flares

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/9d3bcf4d209ef8e78a5eecb6183ea06d5e9f53c0.gif"][TAG-108][/p][p]You can add flares to your mod that light up when in hover mode![/p][p]Can be individualized in color and size.[/p]

Landing Monitor and Visuals

[p]The interior of the car has seen some aesthetic improvements.[/p][p]Dashboards give off light (will be an graphics option in future beta updates)[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/1f614a512e1e30e059de4ce73371fbe749ae421d.gif"][/p][p]When landing or taking off, you can view a monitor to your right that automatically shows you distance to ground and visual feedback, for easier flight in first person.[/p][p][/p]

Next Beta Update

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/10dd524d3fefff50b7089fde5fab694caf1a959f.png"][/p][p]The first beta update (which is going to be the next update) will be all about item handling, possible separate costumes slots when equipped, bulk buying &[/p][p]the ability to move items between boxes directly.[/p][p][/p][p][/p]

Below is a log of the bug fixes and additions since last Christmas.

Enjoy the new features!

[p][/p]

God bless

-Erathor

[p][/p][p][/p][p]Patches after the Christmas Update[/p]
  • [p]... patches one & two mentioned in previous announcement[/p][p]p3[/p]
  • [p]Added a new command to reset Quest Npc positions cocoresetnpcs[/p]
  • [p]Improved minimal critical damage due to armor[/p]
  • [p]Fixed the time machine charger overflowing the text[/p]
  • [p]Fixed car and npc reset on ng+[/p]
  • [p]Fixed the broken hover animation in multiplayer[/p][p]p4[/p]
  • [p]Added commands for font control[/p]
  • [p]editing the second line in _langsetting.txt to LCD14 to force Global font changes[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$12$SF$ would scale the text to 12[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$LCD14$SF$ with force the line to be displayed in that font[/p]
  • [p]Fixed the infinite money bank glitch from currency swapping[/p]
  • [p]Fixed throwing at higher framerates[/p]
  • [p]Fixed a bug which would put subscribed items into the custom section[/p]
  • [p]Fixed the timegraph from ending in 2030[/p]
  • [p]Fixed the dim gate closing for the duutu mission, during sequence[/p]
  • [p]Fixed it so mid lift sequence you cannot autosave[/p]
  • [p]Fixed autosave not happening in multiplayer[/p]
  • [p]Fixed it so you don't white screen from your past self in full powa mode[/p]
  • [p]Fixed the eternal black screen when hit by the accordion man[/p]
  • [p]Fixed the back button in the password multiplayer prompt from saying "creating"[/p]
  • [p]Fixed a bug that would break the day synch in multiplayer[/p][p]p5[/p]
  • [p]Added a command to unlock all blueprints cocoallblueprints[/p]
  • [p]Increased the spawn rate of medium capacitor drops[/p]
  • [p]Lowered Mim's health[/p]
  • [p]Fixed a bug that would allow you to trigger the car's hot keys whilst in plc[/p]
  • [p]Fixed a bug that would not allow unpacked metal rods to count as fulfilling the quest in Base of Actions[/p]
  • [p]Fixed the texturing on the westwood monument, specifically the players cloathing and the stone foundation beneath[/p]
  • [p]Fixed potentially the constant losing of carried bounties[/p]
  • [p]Fixed time fragments not resetting for NG+[/p]
  • [p]Fixed manhofer ruins having the cooling tower smoke[/p]
  • [p]Fixed npcs riding horses mid air and npcs hoverin in air upon spawn[/p]
  • [p]Fixed cape dun horse riders going underground[/p]
  • [p]Fixed Bob from existing in both a dead and alive state[/p][p]p6[/p]
  • [p]Modified the Car Dashboard UI to look a bit like the citroen gsa dashboard[/p]
  • [p]The tutorial routes you now back to the main menu, to avoid a bug after the tutorial which would break engines from spawning into the car[/p]
  • [p]Made it possible for you to sleep during the day and skip to night[/p]
  • [p]Fixed the door to the bathroom at the tiki hotel[/p]
  • [p]Fixed dg research notes display as being from 2007 instead of 1984[/p]
  • [p]Fixed fort dun guards are invisible in pre modern times[/p]
  • [p]Fixed encoding for radio call talks breaking cyrillic[/p]
  • [p]Fixed Edward not continuing into the core vault End Quest, if the door is already opened[/p]
  • [p]Fixed fighters of the arena spawning out of their time[/p]
  • [p]Fixed name of the prologue stack of books and Mansion Crimson in beginning not being able to be translated[/p]
  • [p]Fixed floaty horse riders[/p]
  • [p]Fixed (potentially) floating items from past traveled times, that npc's were holding, remaining in game and in air (ice cream, news papers)[/p]
[p][/p][p][/p][p]January 16th V0.987[/p]
  • [p]Added russian localisation (Made by STIRLICO, TRILO, Eyeffect)[/p]
  • [p]Added missing posters of Paul Clearman (By Odebla)[/p]
  • [p]Added back toon edges as option[/p]
  • [p]Added rum and made sky milk a craftible recipe to be unlocked somewhere in 2300[/p]
  • [p]Added an earlier stage of the natives in sunny beach that is later under water[/p]
  • [p]Added landingstage automatic lights[/p]
  • [p]Added flares for cars that activate during hover mode (can be added in editor)[/p]
  • [p]Added automatic hover landing camera[/p]
  • [p]Made it so selecting Nasa Quality, automatically enables Eye Adaption[/p]
  • [p]Revamped more of the cars interior look, including display luminance and more model details and texturing[/p]
  • [p]Revamped grass texture[/p]
  • [p]Revamped the pet capsule look[/p]
  • [p]Increased fuel consumption a tad[/p]
  • [p]Lowered max shadow distance for better resolution of shadows[/p]
  • [p]Lowered the vertical head bobbing inside the car when driving [/p]
  • [p]Increased the time, midnight fog is played to give the morning setting a hazy feeling[/p]
  • [p]Fixed can access plc in prologue ng+[/p]
  • [p]Fixed the ui of the end quest computer in the boss room[/p]
  • [p]Fixed it so that the meeting yourself gameover won't happen whilst in a menu (trading, etc.)[/p]
  • [p]Fixed the ability to open car wings whilst in chat box[/p]
  • [p]Fixed that floating box in the water at sunny beach district[/p]
  • [p]Fixed animal, unpack drops floating in air for a time[/p]
  • [p]Fixes to certain objects dropping through the terrain (items,npcs,animals)[/p]
  • [p]Fixed overload program has the wrong name in files[/p]
  • [p]Fixed destroyed computers going on zapping for ever[/p]
  • [p]Fixed a bug that made the dark clouds scene in end of act 3 framerate based[/p]
  • [p]Fixed boatmode cars switching to boatmode for a second when getting in and out of the time travel sequence[/p]
  • [p]Fixed the collision sounds from playing during the switching sequence of cars (car store)[/p]
  • [p]Fixed the open air cinema not playing video[/p]
  • [p]Fixed wheels clipping through the ground in hover mode[/p]
  • [p]Fixed Manhofer burning down for some players when in the End Quest[/p]
  • [p]Fixed some of the obstacles causing your friends to get stuck in the nav mesh of DuUtu[/p]

December 24th V0.985 | Christmas Update

Hello fellow players.

Here is my Christmas Present for you!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/520ba498bb58b08c2caf968b6c6fab9ebe2b8c41.png"][TAG-10]News Paper Art by Odebla[/p][p][/p]

Boat Conversion!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/81600449f9be63d87add945aef1b5c90af0b2865.gif"][/p]

Head to 2300 in the new docks, find the boats guy he will give you a special enhancement to the car!

[p][/p]

The last Story Quest!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2afe08c9c1e69e7896387f36492b647ca6475504.gif"][/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/b97c78f0dcda31acb15d8e800912563c537a6ed2.gif"][TAG-40][/p]

Head back to Manhofer and relive the events in the beginning from an entirely different perspective!

[p][/p]

New Game Plus!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/06fb8af3c7c6d89c8f6e34d9d60708861d60b8e3.gif"][/p]

The Timeline reset, but you were able to retain your old items and blueprints!

(This feature might be highly unstable as certain items could be logic locked,

I will release another patch tomorrow for item transitions and npc positioning. If something seems like it would break the flow of the game due to it let me know and I will code around it!)

[p][/p]

Welcome to new players!

Last week has seen an influx of many new Russian-speaking so I've agreed to work with a couple modders to aid me in creating a language pack in Russian. I cannot say how long this will take, but once it is out I will announce it in a form of a patch note. For now, make sure to use the player created mods in the workshop section! Welcome enjoy time traveling!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/39b59990a7103cd160f32b06eafa965658e91cd8.png"][TAG-70][/p]

На прошлой неделе много русскоговорящих игроков узнало о No Time, поэтому я согласился поработать с парой моддеров, которые помогут мне в создании русской локализации. Я не могу сказать, сколько времени это займет, но как только она выйдет, я объявлю об этом в виде патчноута. А пока не забудьте ознакомиться с созданными игроками работами в Мастерской!

Добро пожаловать, наслаждайтесь путешествиями во времени!

[p][/p]

Beta Stage!

No Time has reached beta stage, this means I will mainly focus on bug fixing and QoL improvements, with the odd small addition on the side.

[img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"]

[p][/p]

I ask you to use the bug smashing forums especially now for feedback!

I also suggest, if you have suggestions for improvement, pick your best ideas first as I will compile them together into the first Beta updates, before responding to other ideas.

[p][/p]

Mind you the ideas would be only for Quality of Life issues, especially that the game becomes more palatable to new time travelers!

I will release more Beta Updates if the need for it exists. Depending how big they would otherwise become.

[p][/p]

Have a blessed Christmas time, and a good start into the new year!

[p][/p]

God's blessings

-Erathor

[p][/p][p][/p][p]December 24th V0.985[/p]
  • [p]Added the last quest, labeled THE END (to the main story)[/p]
  • [p]Added ability to tag objects invisible inside the level editor to ease working on different time periods[/p][p](Tagging invisible only applied to editor not in-game) [/p]
  • [p]Added an escape hotkey for the box inventory[/p]
  • [p]Added the boat conversion into the game (2100AD onward in the new harbor)[/p]
  • [p]Added better explanation of using the time machine in the useful notes[/p]
  • [p]Added more rock spawn points[/p]
  • [p]Added medi and radiation stations to some points in the story[/p]
  • [p]Added cctv's to Tower I, and The End quest (more in that direction will be added in the future)[/p]
  • [p]Added back a minimum of 30 fps as cap[/p]
  • [p]Added a helper script to aid in getting the car unstuck [/p]
  • [p]Added lights weights to edwards basement[/p][p](simply nudges the car slightly in one direction if the game notices the car can't move with wheels alone)[/p]
  • [p]Added batteries (Not really used in game yet, but will likely be for flashlights and epa power management and other devices)[/p]
  • [p]Added an option to disable the in game response curve for game pad controls[/p]
  • [p]Added more collider effects with the melee weapons[/p]
  • [p]Made computers objects destructible[/p]
  • [p]Lowered weapons reach by 30% as players/npcs could just distance glitch a damage attack.[/p][p](it is still possible but not as much)[/p]
  • [p]Retextured the scafolding during the building stage of the courthouse Pine Lake[/p]
  • [p]Fixed item interaction randomly stopping [/p][p](caused by accidentally interacting with the time display whilst not in car)[/p]
  • [p]Fixed texturing for custom levels potentially not loading[/p]
  • [p]Fixed leaving menus with escape is opening the pause menu[/p]
  • [p]Fixed a bug which would make the 33ad base appear in safe house when loading into a safe house save file[/p]
  • [p]Fixed car trader from flying next to the root island bridge instead of being in cape dun in the 2300s[/p]
  • [p]Fixed the dark quads objects post 1900 cape dun bay[/p]
  • [p]Fixed a potential fall damage issue when swiming in underground lakes and bodies of water[/p]
  • [p]Fixed punching being able to destroy gasoline[/p]
  • [p]Fixed shop npc's like 6/12 from not being there at all, after visiting a procedural planet[/p]
  • [p]Fixes to certain sound sources not playing due to priority settings making it mute[/p]
  • [p]Fixed a bug that kept you from selecting and activating mods[/p]
  • [p]Fixed a Blueprint for EMP's for being enabled when having it unlocked, or it not triggering an unlock[/p]
  • [p]Fixed the jumpy brakes at higher framerates[/p]
  • [p]Fixed car trader from existing during the 1600s in cape dun[/p]
  • [p]Fixed a bug in which edward holds a tele brick instead of a paper in the archives[/p]
  • [p]Fixed the soda maniac from not appearing[/p]
  • [p]Fixed some missing button sprites in the plc[/p]
  • [p]Fixed leviboard recolors whilst still in store[/p]
  • [p]Fixed the inability to color your leviboard[/p]
  • [p]Fixed a couple spelling mistakes[/p][p]p1[/p]
  • [p]Added a hint to the time display that mentions you have to the time lever first, if it is off[/p]
  • [p]Fixed the ability to travel post 2019 in the beta timeline in story mode[/p]
  • [p]Fixed the bug that kept the player from inserting the false core in the End quest[/p]
  • [p]p2[/p]
  • [p]Added a tool tip if tutorial was not finished, showing you how to save and load the game[/p]
  • [p]Fixed the burned version of the manhofer facility[/p]
  • [p]Fixed two doors at the tiki hotel and at the bridge town hotel[/p]
  • [p]Fixed the locker in the prologue from being open by default due to a glitched locker door[/p]
  • [p]Fixed the missing line in the language pack for the prologue stack of books "stack of books on how to create a miniature fission reactor..."[/p]
  • [p]Fixed being able to drive with wrong fuel types, which don't fit the motor[/p]
  • [p]Fixed a bug which would happen when getting a game over in tutorial, it would still progress you towards the prologue[/p]
  • [p]Fixed the gold value display from being not very readable in the value section[/p]

Patch Notes for V0.98

Good day time venturers!

There have been regular patches these past days based on your input!

Here is the log, and have fun in No Time!

[p][/p]
  • [p]Patch Notes[/p][p]p1[/p]
  • [p]Fixed to car physics and other items like skateboard and leviboard[/p][p]p2[/p]
  • [p]Fixed the vending machines not vending items[/p]
  • [p]Fixed message boxes from radios or npc's saying something out of dialogue, popping up in the center of the screen first[/p]
  • [p]Made it so all subscribed mods are starter cars[/p]
  • [p]Fixed the jumping wheels on high suspension types[/p]
  • [p]Fixed it so (visual side) wheels of the car if in air will hang instead of retracting[/p]
  • [p]Fixed the hacking mini games at billi and other areas in the game[/p]
  • [p]Fixed no wheels hover[/p][p]p3[/p]
  • [p]Fixed items falling out of the car when exiting the car upon loading a save[/p][p]p4[/p]
  • [p]Fixed an issue that would not allow you to leave chairs upon pressing space[/p]
  • [p]Fixed walking backwards initially when starting won't get you out of the tutorial[/p][p]p5[/p]
  • [p]Fixed the kid being in air after escaping the accordion man lair[/p]
  • [p]Fixes to car physics[/p]
  • [p]Fixed fullscreen mode not applying upon second launch after saving the setting[/p]
  • [p]Fixed the broken hacking mini game for all other instances than in ape head space[/p]
  • [p]Fixed car door moving too slow on higher fps[/p][p]p6[/p]
  • [p]Fixed fullscreen mode not staying active upon relaunch[/p]
  • [p]Fixed Jason's and Michael's pathfinding during act3[/p]
  • [p]Fixed the thunderous matters quest items rewards from floating in air[/p]
  • [p]Fixed the jittery car physics at high speeds[/p][p]p7[/p]
  • [p]Added rads gone to the smuggler bay[/p]
  • [p]Added an in game hint as to the usage of the hover mode[/p]
  • [p]Fixed the fast scrolling speed of the hologram floor in the tutorial[/p]
  • [p]Fixed being unable to aim with the lightning gun (not zeroed)[/p]
  • [p]Fixed cars from escaping forward after choosing them in the menu during the prologue[/p]
  • [p]Fixed the spawning of items all over the place from item time story, caused by putting things in the car[/p]
  • [p]Fixed the north district in 2230 hovering in air[/p]
  • [p]Fixed previous time story entries from tutorial appearing in the tutorial level[/p]
  • [p]Fixed the unintended ability to go above 1000mph in fly mode[/p]

V0.98 | Game Engine Upgrade | New Tutorial Quest | Lots of Bug Fixes

Hello time travelers!

A new update has been released, here is a broad overview!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/3251bb519a0c240395fb3731e066f71090f7e678.png"][TAG-10][/p][p]Newsletter made by Odebla[/p]

First and foremost, for anyone of the old players who missed the last updates.

The car mods are now already loaded into the game and are acquired, they are no longer a simple reskin.

Here is a guide:

[p][dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3591202864"][/p][p][/p]

New Tutorial Level.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/ecf9e989bd816be0a554c8bbd9413a1840d72745.jpg"][/p]

This new tutorial level can be played optionally and will guide you through a successful first time jump

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2dbb35e78b593d64b9d91d94bf3f6563eea52777.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/2f8aa376b1886c598b4ac5121ac78645ea698554.png"][img src="https://clan.akamai.steamstatic.com/images/34710162/9d7c806533801c044c5a9fbc33a6c749f7e17bed.png"][/p][p]Screenshots submitted by Davesoft[/p]

As well as combat training and the basics of questing! Have fun exploring this new level!

[p][/p]

Unity Engine Upgrade

[img src="https://clan.akamai.steamstatic.com/images/34710162/45d0d1b9c25e4eed9b0a62ae2bf00c6e53c56187.png"]

The games engine has been updated to a newer unity version, to ensure that I will have the ability to make use of some of the newer features, also in the performance corner!

[p][/p]

This came already with a potential small increase in performance in the range of 5-10 fps. My hope is that I can have a bigger disposal of tools at hand, when making the game perform better in future beta updates.

E.g. Unity’s Data-Oriented Technology Stack as an example.

[p][/p]

The car loading process has been sped up!

[p][/p]

One of the first things that I attempted with the new version, is to speed up the loading process again.

With a hint on top telling players in general how to activate or use car mods.

[img src="https://clan.akamai.steamstatic.com/images/34710162/d4cda0ef1daf2f6817478312ae8f3844f6d63d46.png"][TAG-110]In the future I may add hints as to the cars visuals and what time it can be found in.

[p][/p]

The rest of this update is mostly about fixed bugs since much of the work time was spend making the game stable again. Physics had to be readjusted and if some things still feel off whilst playing, make sure to report a bug!

[p][/p]

Next Update & Future Plans

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"][TAG-130][/p][p][/p]

Next in line would be the last story entry quest along with some of the last feature additions, which then will mark officially entering Beta Stage next update!

[p][/p]

Technically this update already pertains aspects of BETA 1 (Engine Upgrade), so Ending Quest and Beta 1 actually switched places, whilst the Ending Quest will have more Beta Polishing done on it.

[p][/p]

Thank you for having supported my work over the years.

The end is close, but that does not mean that once the game is complete, that updates will stop!

God bless

-Erathor

[p][/p][p]October 21th V0.98[/p]
  • [p]Revamped the tutorial level[/p]
  • [p]Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.[/p]
  • [p]Switched the Unity Version to 2019.4 For increased performance and stability[/p]
  • [p]Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor[/p]
  • [p]Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing[/p]
  • [p]Added spawn points for stone items next to some pine trees[/p]
  • [p]Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas[/p]
  • [p]Added a fake cloud skylight after 2015 6/12[/p]
  • [p]Added a crafty bench to 33Ad base in act 2[/p]
  • [p]Added a guide link in the mod loader section[/p]
  • [p]Upped the psp damage to 20 from its previous 5[/p]
  • [p]Slightly increased Edward's PSP damage[/p]
  • [p]Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points[/p]
  • [p]Lowered the metal rod strength rating to be 1%[/p]
  • [p]Lowered car prices in game[/p]
  • [p]Changed it so duct tape can fully restore car health[/p]
  • [p]Nerfed box loot not to include high power caps[/p]
  • [p]Renamed Sandy with her last name Ms. Eleanor[/p]
  • [p]Improved the carloader to label the current loading car mod by title instead of steam id[/p]
  • [p]Improved performance of the car loader by a second per mod file[/p]
  • [p]Fixed some potential performance issues with the grow tree script[/p]
  • [p]Fixed a bug which would add a couple seconds of being immovable when first starting the game[/p]
  • [p]Fixed a bug upon when you ask Edward in the Prologue to be able to chose another car, you would follow up the dialogue with the wrong line[/p]
  • [p]Fixed the cemetary from now updating tombstones when time traveling right next to it[/p]
  • [p]Fixed Pine hill from not existing in 1000BC[/p]
  • [p]Fixed Sir Atom not being time tracked due to being on index 0 in the item list, which would otherwise create countless sir atoms in time story due to 0 reference entries[/p]
  • [p]Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor[/p]
  • [p]Fixed to item physics loading being heavily delayed[/p]
  • [p]Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over[/p]
  • [p]Fixed a bug, which would make arena fighters spawn before the arena even exists[/p]
  • [p]Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have[/p]
  • [p]Fixed the pricing of the antique shop 2300AD when selling more than one item[/p]
  • [p]Fixed the ability to sell and therefore lose quest essential items[/p]
  • [p]Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations[/p]
  • [p]Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down[/p]
  • [p]Fixed some typos in the Mansion Crimson quest logs and books[/p]
  • [p]Fixed text alignment for the last page of the archeology book[/p]
  • [p]Fixed all interior lights not loading[/p]
  • [p]Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun[/p]
  • [p]Fixed newly spawned items from hovering mid air for ever[/p]
  • [p]Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases[/p]
  • [p]Fixed tree colission boxes for the broadleaf and redwood tree type[/p]
  • [p]Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory[/p]
  • [p]Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it[/p]
  • [p]Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air[/p]
  • [p]Fixed car velocity zeroing after pause[/p]
  • [p]Fixed it so the Mach3 is now the default custom car again in the mod loader[/p]
[p][/p][p][/p]

V0.979 | 3000AD | New Side Quest | Arena | Custom Robo

Well met, time travelers!

These past two months I've been chiseling away at the second to last alpha update.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/bc66f4fc279f32cc9c622328200e6369d0075f3a.png"][TAG-10][/p][p]News Art and some of the gif media was submitted by Odebla![/p][p][/p]

Travel into the end of THE THIRD MILLENNIUM!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/7fe7c63ddecadbd823ea021291140ab032a961e8.png"][/p][p]See Pine Island grow into a City Island, with several districts dotted around the island![/p][p]Most of them can be visited after 2300AD[/p][p][/p]

Star Gazer Palace

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/8ec99c43653d4e491b9ec4fc4d7498fcba6337c7.gif"][/p][p]Built on Mount Uroruh, one of its smaller peaks, peeking out through the floor of the palace ^^[/p][p]Visit the new palace of leadership in the city! Open to the public.[/p][p][/p]

The Market District

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/af8a5434573acf64ab34abe98117e312ad689736.gif"][/p][p]In here you can find all kinds of interesting futuristic items to gain.[/p][p]And places to visit.[/p][p][/p]

The North District

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/b588e59c1744a10f6634cb1be2b079fdbb331e7f.gif"][TAG-70][/p][p]Amongst the local pub, this place contains an antique shop, where you can sell all kinds of items for money![/p][p][/p]

The Harbor!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/71f8eef29ba7ab6f9ecce12f23d1a7f756ebda08.gif"][/p][p]This is the domain of the fisher folk, as well as a nice vista for the space port![/p][p][/p]

The Arena

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/effbc0575ffde526e50768e5486791fcde55db4d.gif"][/p][p]So far in AD 1600 and post 2300, you will be able to earn your money by beating down waves of opponents![/p][p][/p]

The Last Athor

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/8ac24afe17776552908125cfa1820e5b2a524b44.gif"][TAG-106][/p][p]At the end of 2999 You will be able to visit the last Athor, he lives on top of Star Gazer Palace.[/p][p]The empire has crumbled, is there any hope for what is to come?[/p][p][/p]

The Starport

[p]The hub of going between Earth & Moon and perhaps beyond. [/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/dc781c688341c482e2930e3fea063ebb8a75637b.gif"][/p][p]That begs the question, would you like to go with your time machine or rocket beyond earth? Maybe in some update after the game is fully released. Being able to insert the space core instead of the time core into the car, same way it works for the space gate. What are your thoughts? Could this work in a similar way to world addons?[/p][p][/p]

Make your own Robo Companion!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/73646eee6201182d85c714aa0a43ae9de9965f4d.png"][TAG-140][/p][p]Pick the Main Robo module and assemble your own robo companion from various parts![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/f61860413a33489f97c62c2a7a9c5bc2385b85f9.gif"][/p][p]They cannot do much yet but definitely a nice addition as a companion on your time travel adventures![/p][p]If you have ideas for ROBO features write them in the comments![/p][p][/p]

The Music for 3000AD

[p]I added music from my older Star Wars project to give the future a more mystical feeling.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/94e2b2f0fcb7859515aaa87ddfae107414bd0bec.png"][/p][p]The music files were originally composed by Gustav Holst and recorded by United States Air Force Heritage of America Band and is therefore under Public Domain.[/p][p]Gustav Holst also served as inspiration for John Williams scores, so it may give you some similar feels to his compositions.[/p][p][/p][p][/p]

Black Powder

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/11177b763d5eb7137ebb1c03a78bfbc06f7a3e0a.gif"][TAG-180][/p][p]If you find a bounty in the sewers you can obtain a new crafting recipe.[/p][p][/p]

Bob is missing!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/16e791cf97dcda2195dd47883de02c71fd64688c.gif"][/p][p]There are rumors 1650s that a local named Bob got lost exploring the sewers, perhaps you can find him.[/p]

Alternate Input for Crafting recipes!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2e616b2c750b548a743e4bd93700b84a0c67f243.gif"][TAG-204][/p][p]Instead of two separate recipes I now did the only smart decision to just unify the recipe with alternate input possibilities. [/p][p][/p]

Environment Aging.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/59aeb30aaad8d1402c8db5c16600d9f01bf18e14.gif"][/p][p]I've tested some texture applications to reveal aging on older structures. So that very old buildings would not look so pristine and new, but age in surface looks over time.[/p][p][/p]

Next updates

[p][/p][p]The next updates are planned as followed:[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"][/p][p](this list may not include all features planned to be revised and fixed but I do have a full beta bucket list formed for 2026)[/p][p]-Last Story quest and with that end of Alpha.[/p][p]-Beta Update 1 (Performance (potentially migrating to a newer unity version), Item managment, and QoL, potentially a revamp of the tutorial level if not later, extensive bug solving)[/p][p]2026[/p][p]-Beta Update 2 (Finishing Multiplayer & Bug Fixing, potential Story rewrites)[/p][p]-Beta Update 3 (More Bug Fixes, last touches and if all is done maybe adding planting trees[/p][p]Gold Status status is reached, No Time leaves Early Access and goes into the post EA content phase.[/p][p]With more updates to come on a regular basis but once every two to three months.[/p]

Thank you for supporting my work this whole time.

God bless and enjoy the update!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/79604bc02768cb664378c15e60350dd5e467fb82.png"][/p][p]September 7th V0.979[/p]
  • [p]Added the heir side quest to 3000AD[/p]
  • [p]Added alternate input variations to some craft recipes, like the component recipe being now unified into one showing both old and new radio as viable options[/p]
  • [p]Added new centuries up to 3033AD[/p]
  • [p]Added Clone Warriors which attack the NHRE in the 28th century[/p]
  • [p]Added the darkening of the sun after 2600AD[/p]
  • [p]Added hints to press space to leave a seat/computer[/p]
  • [p]Added functionality to the space time device from the aurora quest, that lets you read functional data about your location in space time[/p]
  • [p]Added the space time device as craftible blueprint upon completion of act 3's Aurora[/p]
  • [p]Added a feature for the barrow downs safe house, in which the grass turns to snow during winter[/p]
  • [p]Added Sky Milk, the beverage of choice for the everyday man of the 2500s[/p]
  • [p]Added Training Academies/Arena to 2300AD[/p]
  • [p]Added an Arena to Cape Dun, pre 1780s[/p]
  • [p]Added a Robotics Smithy to 2300AD with the ability to make your own robit! (Yes Robit)[/p]
  • [p]Added an antique store to the north district in 2300AD[/p]
  • [p]Added a disco bar to the north district in 2300AD[/p]
  • [p]Added 2400 Table as Safehouse Object[/p]
  • [p]Added bottles as Safehouse Objects[/p]
  • [p]Added the ability to craft and modify custom robots[/p]
  • [p]Added a high rise apartment room to the market district in 2300AD[/p]
  • [p]Added hover bikes and a trader selling them in 2300AD[/p]
  • [p]Added an alternative that allows you to use three metal rods instead of the metal pack as input for the base of actions quest[/p]
  • [p]Added some more chunk loaders to reduce the load on the cpu in terms of things loaded into the main world[/p]
  • [p]Added a change that makes previously spawned bounties in the pirate camp, now appear in their own sewer base cape dun[/p]
  • [p]Added some routines that disable shadows on items at short distances for better performance, except for items right in front of you[/p]
  • [p]Added a tooltip for new players when first equipping a costume, to tell you to equip free hands again[/p]
  • [p]Added a greeting in which edwards tells you again to pick up the plc in case the player missed it[/p]
  • [p]Added a native stone circle to park hill[/p]
  • [p]Added texture aging to some old buildings throughout the island to show the passage of time[/p]
  • [p]Added a little fun dialogue to Wolf at the Pirate Camp entrance, where you could potentially fight or intimidate him to let you in[/p]
  • [p]Added Archive Disk entries for the timeline 2088-2500 and 2500-3000[/p]
  • [p]Added black powder and ingredients to craft it with[/p]
  • [p]Added a routine that makes melee opponents walk faster at you if you have a gun in hand[/p]
  • [p]Added a hint that tells users in the workshop window the need to acquire car mods in game instead of activating them in menu[/p]
  • [p]Added Bob, who's lost trying to break into the sewers in 1650[/p]
  • [p]Added new PLC satellite maps for pre deluge and post 2033 \[Only in black and white, textured versions may come in a future rendition][/p]
  • [p]Lowered the store price for basic capacitors[/p]
  • [p]Fixed/Revamped the wood door textures to use the atlas texture for the facility 1989, the school's back entrance and the tiki hotel and a couple more throughout the world[/p]
  • [p]Changed the color scheme of the mars safehouse to be more accurate to its actual colors in real life[/p]
  • [p]Removed the train station error message for fisher bay and replaced it now with the corresponding names (based on the quest result)[/p]
  • [p]Fixed the performance and improved some of the time event and fps controller code[/p]
  • [p]Fixed an issue with certain food objects, like water or cigars giving you fat [/p]
  • [p]Fixed some of the epa damage being out of balance (too weak early on and overpowered if it goes into explosion damage)[/p]
  • [p]Fixed held item is lost when going to prison[/p]
  • [p]Fixed the mechanic in 2060 from having pink furniture[/p]
  • [p]Fixed the Cloud Chaser waggling from left to right[/p]
  • [p]Fixed Bill from selling fusion motors before 2035[/p]
  • [p]Fixed the safe house red couch seating positions[/p]
  • [p]Fixed craft recipes only taking one of each type of item instead of multiple (if for instance two iron is required it takes only one)[/p]
  • [p]Fixed the junko bugs jittery behavior[/p]
  • [p]Fixed the exo planet dialogue with agents during act 4[/p]
  • [p]Fixed the safehouse scroll items view being out of range[/p]
  • [p]Fixed the daycycle from running at the same speed irrespective of the time slower/speeder (this caused the wild west quest train from ignoring the time slower and driving with the same speed)[/p]
  • [p]Fixed the audio of some sources like the engine not playing at times.[/p]
  • [p]Fixed a bug in which items spawned by a trader would float mid air for a while[/p]
  • [p]Fixed the detective coat from obstructing view in fps mode[/p]

Patch Notes for V0.978

I am currently in the midst of working on the 3000AD update, but here is a patch log from the past two weeks:

[p][/p][p]Patch 1[/p]
  • [p]Fixed the hacking port from having a misleading first node, people think it is pointing left[/p]
  • [p]Fixed some issues where Edward would offer you to repair the car etc.[/p]
  • [p]Fixed a bug where animals would still run tasks in pause mode[/p]
[p]Patch 2[/p]
  • [p]Fixed the theft alarm at the blacksmith from using tom as Npc to give you a warning, as well as the horse stables from having the same issue[/p]
  • [p]Fixed the meta zap from accumulating throughout the game being paused[/p]
[p]Patch 3[/p]
  • [p]Fixes to broken time tracking of your car[/p]
  • [p]Fixed the daycycle from progressing in pause menu[/p]
  • [p]Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center[/p]
[p][/p][p]Now good luck on your future time travel adventures![/p][p]God bless[/p][p]-Erathor[/p]