V0.97 World Addon Editor Pt.1 | New Car Wheels & Futurism | Bug Fixes
Hello dear players!
I am back from my week long hiatus at real life Fort Dun, taking a break from electronics!
I have been quite diligent these past two months!
The World Creator
Before having left last week, I finished the first part of the World Editor, which I wanted to release to the main branch!
I let it cook a little longer while I was gone, to let a couple bugs trickle up, found by the reliable testers on my server, which had to be fixed still.
https://steamcommunity.com/sharedfiles/filedetails/?id=3428136874 Here is an example island for you to download!
Import a height map (by editing the source image which has to be 513x513 pixels)
And edit it to your liking Add housing or custom meshes and tell the game if it should only appear during a specific time period
You can travel to any level, by selecting it on the new world map. A level addon has a longitude/latitude coordinate, so you will be able to place your map anywhere on the world map. Double click on the map marker and fly towards the direction!
If your level has a ship or airport connection, you will be able to connect to it that way.
This way it was my hope for you to create custom worlds, to widen the scope of exploration in No Time.
Does it still have bugs? Yes, as it is an early tool so I suggest creating backups of your mod after every edit at least for now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3441923806 You could create pretty interesting racing track islands for multiplayer with it.
It is as of yet very unfinished, here is what is yet to come. -Custom Npc Names (essentially a system which allows you to chose how to populate the island) -A traffic system -Item Editor (allows to create custom items: food, trinkets weapons) -Quest Editor (Create your own time travel stories for your world addons) -Custom Radio Stations, traders, and more essential systems
They will likely be released in two further world addon updates in the future.
More futuristic Pine Lake!
New futuristic cars can be seen on pine island.
And new cosmetic wheels that come along with them. Even though I said cosmetic, most of the new wheels are available in the future and essentially allow an increased flight ability.
I call this one the metal knight. You can see the new real time reflections pretty well on this one This one is the snow white rider setup. I increased the albedo range on the car's main texture to allow for brighter looks.
These sets of wheels will allow you better tracking across the field!
New technology merges with old technology in 2014 Pine Lake.
I have a couple plans for the next content updates but I wanted to hear your opinion which should be focused on more first.
Multiplayer (melee combat, some more time spent on performance improvements, etc)
Custom Car modifications (enhance your time machine with new abilities, some perhaps allowing you to make the time travel sequence look different)
Car Purchases (This one could be another update which takes longer to do, I was planning on the ability to buy cars and essentially switch them with your mach 3 in the garage, this would also basically make it so future car mods would have to be gotten from a car dealer)
World Editor pt.2 (item editor, npc enemy update, store & shop system, traffic)
Getting Closer to Beta
I created a new No Time Trailer, check it out!
Once No Time leaves alpha, beta will commence likely by new year. And with that an increased focus on improving the stability and performance of the game as well as crunching up which ever bugs remain, as well as quality of life improvements.
That does not mean that no content updates will occur after or even when No Time fully released. However focus usually always gets narrowed on stability once all main features are finished.
The first time since 2019, I have increased it by $2.99 given how much has changed and improved in the past six years since first release, whilst still not wanting to go a high price increase until the game really gets fully released.
As always thank for your support and good luck on your time travel adventures! God bless.
April 2nd V0.97
Added a global map to the plc which displays your location on earth or in the ape head cluster
Added a level editor which allows you to create your own level and worlds, that can be traveled to by airport or sea or with your car
Added the getweekday command it returns the weekday in numbers 0-6 with parameters of specifying year month and day
Added the getcurrentweekday command it returns the weekday in numbers 0-6 in your present date
Added the improved arrow drag transforms from the level editor into the car editor
Added sign posts in the gamma time line which point to the under city
Added more futuristic cars to the 2010s era
Added new wheel styles to the mechanics shop depending on the year, you will be now given different wheels with the future specifically featuring futuristic wheels
Added a new attached traffic light system in lore for reg/green color blind people past 2010
Added the ability to modify wheels of mod cars at the mechanic, so you can use the preset ones too
Added the ability to tag a material as car color modifiable in the car editor
Added direction based hints between red and blue to the device tracker in act 1
Added hints that Michael knows Edward in act 2 and 3
Added the ability to ask the natives not to play any longer
Updated the Game's Start Menu
Brightened up the Mach 3 Base texture, to allow for a plain white paint
Revamped the reflection system
Increased the color level by a few percent per request
Decreased the amount of screams produced by citizen gone maniac
Fixed the map scaling when zooming in and out on the plc
Fixed having the digits '5' and '6' in the controller key pad ui switched around
Fixed the week day display at the town square being one day off
Fixed the piano's sitting postition from being off
Fixed the mini job achievements from not taking into account the revamped smithing
Fixed the zooming of map from inverting when scrolling too fast
Fixed the gravi and grapple hook aim
Fixed some of the missing lighting in underground areas
Fixed a missing entry in the plc that you need to get a radio for the act 2 ending quest
Fixed a bug in act 4 which would make edward landing the car stuck in air
Fixed the missing color flash from the device tracker in the end of act 1
Fixed a multiplayer bug which would make your car appear under water once getting inside
Fixed using the multiplayer sync chip in third person
Fixed the cutrooms from appearing at the safehouse after escaping
Fixed double referencing of items in the inventory if you pick it up twice
Fixed it so you cannot unlock furniture from a friends safehouse
Fixed the inverted terrain of reflection probes
V 0.968 | Cloud Saves & Public Multiplayer | Airport & Sea Harbor | 2025 Roadmap
Hello fellow players.
New update to start off the new year of 2025!
Public Multiplayer and cloud saves!
You can now host your sessions on a public list that anyone can join. Just tick off the friends only setting.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called "Saves Cloud", you can navigate to it directly by clicking the prompt button for it in the menu on the lower left.
Airports and Seaports!
In preparation for the coming level addons, I had to add modes of transportation off the island, which will act as basic teleports into your custom levels.
Planes regularly take off the island to land in other regions.
The future has hover ships.
Cape Dun has it's own dedicated harbor in the north after the 1600s commence.
Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island
ISS and the space eye!
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day
A rough roadmap for 2025!
These are the main features definitely planned for the year 2025.
Level Addons (Add custom level and lands to the world, also the ability of adding your own poi's to the main island)
Car Time Travel and Engine modifications (In game tweaking which will allow you to change how the car operates and time travels, potentially also adding a car fuel meter and controlling energy consumption as well as different fuel variants)
Item Events for car items, ergo items you put in like the reactor or fuel cell as well as item cargo.
Multiplayer melee combat synced up. So you can do sword duels.
Epilogue Ending at Manhofer (Final sendoff, story ends after this for good)
Planting Trees (creating a garden in your safe house and real world)
Switching to Beta (After this is done, I will move the game into the beta phase, a special focus on QOL and bug fixes will be taken, it is also during that time, that I will increase the price tag. The price was 10 dollars since the game initially released given how much the game has been improved on in those 6 years of development, I believe 15 dollars for the beta state will an appropriate price tag)
Thank you for your continued support! God bless and good luck on your time travel adventures! -Erathor
January 31th V0.968
Added cloud saving, your save files will be moved to the new saves folder called Saves Cloud
Added public sessions to multiplayer
Added a new atlas texture for more detailed meshes in cities
Added the Telebrick, which is a pda like device that people use in the 2000s
Added the ISS and the Manhofer Orbital Space Eye, which exists from 4000bc onward
Added edible coconuts that can be broken up from whole coconuts
Added a link from the trainstation to the upper level in pine lake 2014
Added the Pine Island Airport next to byroad
Added old kitchen as crafting station (safehouse unlockable)
Added a new port to Cape Dun, which will later be used for transportation along with the air port, once Level Addons will be a thing
Added an old ship model from the Dark Sea project as transport ship during the 1500s till 1920s
Added more moddible textures into the mod folder
Added texture filter settings to the texture loader, you can copy the file into your mod from the default texture folder
Revamped the brick texture and a load of meshes for cities like manhole covers
Made a skip for the house dun quest, so you don't have to sit and wait for night to break (it fades to it)
Fixes and revamps to the copy machine
Fixed some spelling mistakes and translated act 4 into german
Fixed the pirates life quest from not ending in the plc
Fixed Billies Pond Water Level
Fixed Blueprints in data stations in the ape head cluster from not despawning around you if they are already unlocked
Fixed books in other languages from overflowing in text, becoming not readable as text is always cut off
Fixed a bug which would make 19th century citizen spawn in the 12th century
Fixed missing costumes on the wild west statue
Fixed the stopping distance for enemies in melee
Fixed the time car from disappearing when walking away a distance
Fixed the texturing on the old 1500s shacks
Fixed the uranium ore deposits in fredich's pine hill mine
Fixed the ore propability during mining from being just too harsh
Fixed Edward not aiming correctly during the training bot fight in act 2
Fixed the radio fred quest in getting you a 2060 quest date which could get you softlocked
Fixes to the viking smithing quests shilling payment cap bug
Fixed the inability do scope due to sprint lock
Fixed your past self from keeping uranium or other fuel items in hand after having inserted them into the car p1
Fixed a bug in which Edward would get stuck in AttackOnEleeh during the sequence of entering the elevator
Fixed the ark charger in the safe house from not being accessible in some safehouse environments
Patch Notes V0.965
Happy new year friends!
Here are the patch notes since the last big update. I will update them if need be.
Enjoy, God bless!
p1
Various fixes to act 4 and remote controlling your car whilst in your passenger seat
Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range) p2
Fixed Igor during the viking quest, his routine in the arena is broken
Fixed the grill in the diner
Fixed the doors in act 3's undersea base
Fixed a bug which would make Edward spawn on an unplaced hologram bed
Fixed time travel player passenger lerping behind car
Fixed Mim and Edward from not shooting or fighting in the boss fight p3
Fixed the bug which makes the flashlight not held correctly if you got an epa on your back
Fixes to act 4
Fixed the planetary fog issue
Fixed the costume when being thrown into the cell in act 4
Fixed dying to impact damage from ai cars when unpausing
Fixed the loss of items at the end of act 1 p4
Added Ore Veins to smaller caves around the island
Added Pizza Athor dialogue to tell the player to check his pizza log computator after the pizza battle, as some people don't do that
Made it so disabling full power mode will set the crank charge to 0, to avoid further confusion that it being 100% is a bug
Fixes to act 3
Fixed the minigun control for other fire button input bindings
Fixed the scope from not having controls for camera movement
Fixed the npc reallign should ignore swords
Fixed the medicine crates hand hold position
Fixed the time core and space core from not being on the same menu in the mr crafty
Fixed the diver suit from having an invisible head in third person
-Fixed the inability of entering the wormhole in the end of act 4 via leviboard
Fixed the hdr issue on meus tebron
Fixed the the no terrain collision when switching from act 3 to 4
Fixed cars damaging you when unpausing
Fixed glitching out the train when jumping out of a seat
Fixed typical bobs and invisible npc's inside trains
Fixed enemies ignoring you if on a leviboard or other ride
Fixed armor plating and other boni on the exo suit from not showing in third person if fps body is disabled in the gameplaysettings
Fixed exo suit armor clipping with the fatter exo armor plating in fps mode, by making it invisible
Fixed unpacking of items from boxes making them not parent with the car, if the box is inside
Fixed the fire from not heating up the sword if item is held in hover mode p5
Fixed hazard from applying before the game loaded when loading an auto save with uranium in your hand
Fixed the spider battle sequence
Fixed the elanor flower book font scale
Fixed the missing registration of dropped out items from a box inside a car, which would make them not unparent if dropped out of the car
Fixed an issue where you could get wanted in the Hillmen Questline, which could break the quest
Fixed it so enemies won't punch or shoot you if you are in dialogue
Fixes that prevent the car from getting lost in the act 2 tower quest, not spawning in the tower but above it
Fixed the jet levi board from being invisible in first person
V0.965 | ACT IV Launch | Multiplayer Passenger | New Time Tunnel
Hello fellow players.
I wanted to make you a nice late advent gift ahead of Christmas.
ACT IV
Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)
Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster!
MULTIPLAYER PASSENGER
Want to travel alongside your friends? Enter their passenger seat and go!
Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.
NEW TIME TRAVEL WORMHOLE
I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you. I may add some redshifting or blueshifting based on you going to the past or forward in some future update.
CITIZEN GO CRAZY
If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.
Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.
God bless
-Erathor
December 20th V0.965
Added ACT IV
Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)
Added remote mini messages on your plc from edward and co.
Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around
Added the ability to ride in your other friends cars as passengers in multiplayer
Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)
Added new themes to prelude the main theme, Paul Clearman Theme in many variations
Revamped the safe houses default look
Revamped the cars time travel sequence whilst traveling through the worm hole
Revamped the pistol aim animation for npc's
Revamped the time travel effects of agents since they use the Pyradome Time Machine as source
Lowered the punch physics strength of things flying away
Fixed the weapon rack from being able to be used remotely as gun turret
Fixed floating items or duplicates in inventory from switching quickly with full inventory p1
Various fixes to act 4 and remote controlling your car whilst in your passenger seat
Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)
This months regular update gives you some nice new features and mechanics to play with, whilst I am now working to complete Act 4.
ACT 4 is in testing stages.
I am in the midst of writing and coding the last quest and if I manage, I want to release ACT 4 for Christmas 2024.
Become a smithy apprentice!
The smithing mini job was removed completely and in its stead, new crafting mechanics have been added! First you head to one of the smithies and convince the good craftsman to take you in as his apprentice. First you will learn how to smelt ingots and smelt sword blanks!
Then you craft a plan from that blank, heat up the blade and hit it with the hammer. ] Later you can heat them up again and hammer them to repair their used state.
You can sell your creations for good money!
Weapon racks can be unlocked for the safe house!
Sharpen your weapons to increase their damage! Self made swords also give you bonus damage.
The smithies now are also physical stores, just like the 6/12.
Brewing Tables.
Similar to smithing, you gain the ability to learn recipes from around the map. Fort dun has secret passages with forgotten recipes that enhance your abilties.
Plants grow based on seasons, and only in specific spots though you can get them from the local herb store in Cape Dun for a price.
Animal Beds!
Want your pets to stay at your safe house, but have to freedom to roam around? Create an animal bed, which will not only fulfill that wish, but also keep the pets morale up.
What are you lookin at?
Npcs have now a more natural way of turning towards you.
I hope you like this nice little update to keep you entertained, whilst I finish act 4. There will be a little epilogue quest next year that will bring you back to the facility, after act 4, This will be the planned closing note.
https://www.youtube.com/watch?v=YXuuIowxyw4 (I cannot make a thumbnail link for the video atm, since Steam seems to be broken in this regard)
Check out No Time Explorer's channel. He does nice No Time Lore videos occasionally.
God bless and have a nice month.
November 10th V0.96
Added millstones as liftable weights to the older ages, also available as safe house object
Added new herbs and schrooms to be gathered in the wild
Added the healing potions blueprint
Added cigars to the mim lounge
Added mutated sewer cats to space station "BILLY"
Added weapon racks
Added the night stalker (they prefer caves)
Added animal beds which can spawn your pet in the safe house, it adds friendly meter boost to the pet occasionally
Added smelting and smithing as crafting and revamped the old smithing job to be now selling of your crafted swords (self made weapons give extra damage)
Added grinding stones to sharpen swords
Added a little apprenticeship quest for smithies, which replaces the old mini job
Added sword conditions
Added the ability to learn various smithing and smelting recipes from different time periods
Added copper and iron ore and more ore veins around the island
Added smooth npc looking, at you or other targets (turning their heads and upper bodys... not doing full turns unless you are directly behind them)
Revamped the Questlog Notification effects
Revamped brewing and smithing to be now done with separate crafting stations
Changed the delete save icon into a trash bin to avoid the possible confusion of taking it for the escape button
Made the islands rocks a bit darker in texture
Made smithy stores now physical stores like the 6/12
Fixed the missing head shadow when wearing costumes
Fixed the inability to add wing objects to the car editor
Fixed the glasses from not appearing on hunter and medieval armor
Fixed a clipping collision error in area 1
Fixed more various missing translations in the lang folder
Fixed the chairs and tables being too small in the gamma timeline
Fixed your friendly npcs from reacting negatively to your pet animals
Fixed the ability to copy and paste pet animals in between capsules
Fixed paying in double negatives, meaning you could gain money instead of paying money depending on extreme inflation
Fixed the hospital from looking too modern in earlier ages
Fixed the alpha timeline chip from being craftible before act 3
Fixed an issue that would make held items drop if you get to hold a new one (Unless your inventory is full)
Fixed it so you cannot dial the year 0 from a space gate
Fixed the missing auto save from the QuestForEdward chapter
Fixed friendly fire for swords amongst npcs and towards the player p1
Made it so any new player now starts off with 3 points of muscle
Fixed the agents from entering the store during the robots berate at the end of act 1
Fixed the training bots low damage against enemies
Fixed the bug which would make noble swords appear as options in the blacksmith menu
Fixed the biting sound when picking up an item from weapon racks
Fixed the counter at the smithy in pine lake from being too small p2
Fixed the resolution ui for whide screen 5120x1440
V0.958 Combat Revamp with Swords & Armor, New Mining System, much more!
Hello fellow players!
ACT 4 Progress
The fourth is slowly reaching its final stages with the last two quests now being in the works I had a few stalls due to me having to work on bug fixes and patches but if all goes as intended things should be finished soon enough. As scripts and 3d levels for both of the last quests have been already done for the most parts. I will soon be going into some closed beta tests where I will let some people test the story whilst I finish the end parts.
New weapons.
All types of swords n other weapons can be either retrieved from bandits or smiths from around the island! Once you gain a formidable sword, you will also have to be strong enough to wield it! Your strength adds also positive boni to overall damage with swords.
Directional Combat
As I was in need of a new combat system for act IV, I made it a bit more tactical and interesting as well as a bit less button mashy. Your mouse movement decides your angle of attack or block. Hold and release to deal your blow! The direction of blocking is not so much important as the ability to have your sword covering you from the direction as the enemy attacks!
(this actually takes me back to my older project called Dark Sea, where I originally implemented this combat system in a more crude way)
It is also a fact that that Edward Athor originates from that game. In Dark Sea he was a cooky pirate inventor, who needed your help in creating a weather machine sound familiar? You can read some of that story in the Adventures Book Stands in No Time.
Weapons holstered.
Weapons now show up on the character if in your inventory!
Armor and new Health UI
Every costume now has a visible armor rating. Whilst there was a percentage based damage modifier before, this time around it is more thought out. (I've revamped the UI looks a bit to make it a bit more appealing to the eye)
The armor rating tells you how much damage it will be able to withstand as a whole, meaning with armor of 50, pruny weapons like clubs or swords will only deal 1-3 points of damage at best becausae they have a damage count below 50 (10 weapon damage - 50 armor is negative so give the player 1-3 points of damage). If a saber deals 60 points of damage, and your armor has a rating of 50, it will deal a base set of 1-3 points + 10 extra points and so on. (And yes you can block shots with your sword)
New Armor
New types of armor and medieval clothing can be bought from the hunter, to make you merge in better with the old folk! The pirate costume has been also revamped!
Mining!
Mining ore is now time tracked. Meaning it will not respawn unless you time travel to a date before you mined the ore dry! IYou have to equip a pickaxe and hit the ore to get something out of it, or use Edwards laser. I also revamped their looks to make them look a bit more interesting.
More retributionists
Dark Mages are seeking retribution for your help in the Hillmen Quest!
There's much more in the changelog to be checked out so please do! I am working hard on act 4 and along with it will likely come some revamps of the whole epilogue quest as well, to make it more streamlined to get quicker into the main quest of the fourth chapter.
Hope you find much fun with this update, and the next one will likely focus also on some things related with weapons and hunting as I am planning some revamps on that end as well!
God bless and enjoy!
September 25th V0.958
Added directional combat for melee enemies and some melee weapons such as flash sabers, metal rods, clubs and the like
Added melee weapons to outlaw citizen
Added color coded intro sequences for important names in the plot
Added bullet blocking for both npcs and player via melee weapons
Added Edwards flash saber as his go to weapon in act 2
Added a Isla do Porto License Plate to cars
Added punching animations to the time story
Added cigars which get imported from the southern isles
Added more ai routines to the gobbos,spiders and crabs (trying to encircle you when attacking)
Added wastebails being unpackable now
Added black sorcerers which seek retribution for your deeds in the Hillmen Quest
Added a hunter costume to the medieval period
Added a regular medieval costume
Added usable swords and other melee weapons which need certain strength to be wielded
Added weapon carrying when sheathed (in inventory)
Added time tracked ore and added more ore sites around the map, revamped it's models and textures
Added black gobbos
Added grog
Added more spawnible npcs to the sandbox menu
Added tribal huts to the evil natives camp in 300 bc
Added fern to the woods & waterplants for ponds
Green Grass now turns brown in the late summer & autumn
Revamped the wolf texture
Revamped the damage system with an armor rating
Revamped the health ui and info for enemies and player
Revamped the Cowboy and Pirate Costumes
Revamped some of the bandit textures
Revamped ore mining mechanics
(now needing a pickaxe item or Edward's Laser, ore does not respawn anymore, you need to time travel into the past before you mined, to get more of the same ore vein)
Switched the NO TIME license plate to N0 T1M3 (idea by snail boi)
Changed Lore references of United States of America back to United States of Columbia
Fixes to Bens dialogue trigger for seeing you when you time travel
Fixed getting hungry during pause menu
Fixed the shacks from appearing from 1505 onwards (which is before Lord Dun and Edward discovered the island)
Fixed the Floating Log in from having strange staging in the early 1500s (floating walls and no backfaces)
Fixed prisoner inmates from not turning against you occasionally
Fixed to the hover train doors
Fixed the St. André License Plates fro displaying Andrey still
Fixed some missing localisations of objects like holy water
Fixed the torches missing gravity and blueprint from being broken
Fixed a bug in which your past self would always be called "not you"
Fixed Citizen from often just standing still, not going anywhere
Fixed a bug where in the dialogue with Ed would not start after the comic in the Thunderous Matters Quest
Fixed some of the missing or broken meshes in the upper level of the floating log inn
Fixed the secondary item handling for past self items
Fixed the puching system so you cannot punch people from 10 meters distance
Fixed lightning from striking in non stormy days
Fixed the aim sprint bug
Fixed the punching of objects during the mini job (like the hammer) and the kitchen oven in gordies diner from not working
Fixed the arcade from wanting dollars in the future
Fixed the inability to get into craft menus from 3rd person
Fixed the ui from displaying $ symbols for shilling periods
Fixed the car from exploding if in wing mode and hitting the world border p1
Made the race playable again
Fixed the ark ore texture
Lowered the nerfing of punching and weapons impact with muscle strength maxed
Lowered the needed distance for enemies to let go of the pursuit
Fixed the hillmen quest
Fixed the guards from not having sword animations
Fixed the car flipper from causing collision issues
Patch Notes V0.955
Hello fellow players, there have been a couple of patches these past weeks and here are the patch notes!
God bless and have fun time traveling! -Erathor
p1
Added passive plane pitch rotation on based on roll
Added a clutter option in Gameplay settings for flyer glasses
Added resetting of Waypoint markers after time travel
Fixed some texture issues with the manhole and model issues in the sunny district
Fixed the juke box performance impact
Fixed the tiki hotel trader from not adjusting to new currency
Fixed flyer glass ui being triggered by past selves
Fixed the inability to leave the mechanics modification menu on linux
Fixed the wheels from not properly retracting in plane mode if struck by lightning
Fixed the ability to open the multiplayer chatbox during dialogue and other menus p2
Fixed the hacking hatch mini game from being in german
Fixed the ui at the colorpicker
Fixed the missing translation for red rock
p3
Added the upper attachment for voltage count to Yebay
Fixed the badly visible 3rd person hover and reactor state ui
Fixed the hover ramp accelerators
Fixed some level and texturing bugs in the Sunny District
Fixed the custom shadow settings from not saving after restart
p4
Lowered the likelihood of lightning striking the car without the rod
Made it so quest essential items cannot be destroyed from throwing it through the safehouse barrier
Fixed a bug which would make you lose a held item when leaving the safehouse
Fixed longer text on boxes to be better visible, not clipping through the mesh
Fixed a little issue which would cause quest essential items to not get wiped by story triggered time wipes (ergo the trackers from act 1 would reappear at the end of act 3) p5
Fixed an issue in which the juke box would interject with the mysterious music during act 2 at bardeys
Fixed the broken map markers, not updating upon new ones found and so on p6
Fixed getting hungry over time when in the pause menu
Fixed the gate at the Alaska base from not moving
Fixed citizen from wrong periods spawning in the viking area during the 1050s
Fixed the order position of the citizen for the diner in sunny beach
Fixed a bug which would continue an npc job and makes the job UI stuck upon time travel
Fixed the car in plane more from spazzing out during time travel
Fixed a bug with Westwood potentially not appearing during the last chase in act 3 p7
Added health buff linked to muscles (5 health is default + additional 10 with max health)
Added resistance to blunt attacks based on player fat (Bonkjumper's idea) (damage divided by 1+fat *0.01)
Added resistance to fall damage based on muscles (damage divided by muscle 1+percentage * 0.05)
Fixed Jason's texture when talking p8
Fixed the torches from turning into one meta if you buy them twice
Fixed the one shot kills of the agents and other enemies
Fixed a bug which would block your UI and ability to use things after the Mr. C introduction in act 2
Fixed holding left alt and turning off hover level will leave you floating in air without hover gear extended
-Fixed the flyer goggles from carrying over to other save files as being active
Fixed enemy npcs from not punching you if in range and just standing p9
Added a hint for 2014 Edward in the facility quest in which he tells you that you need both items
Fixed the missing commentary of Edward on repeated coffee machine use in the prologue
Fixed the versus music from the pizza battle from appearing randomly around pine island
Fixed the messages from the church from floating in air when held
Fixed the missing game over from having your time machine collide with a past self machine
Fixed a bug in which the trade menu selling and buying menu for controller mode was broken/ not working p10
Added easier hacking without room for error for the first prologue panel and added a tool tip for first time hackers
Added the taking in multiple people as bounties based on strength
Fixed the acceleration from being lower in hover boost mode
Fixed a bug where in multiplayer cars colliding would cause a game over
Fixed Gobbos from becoming Ice Gobbos in multiplayer sessions
Fixed a bug which would make Edward able to give you a wanted level for punching him
Fixed the fries position in the diner mini job
Fixed the missing glasses spawn in the 6/12 2014
Fixes to the Vikings Quest during the Dragon battle
Fixes to the enemy bullet avoidance from overstepping
Fixed the past self cars wheel rotation and broken mesh loading for car mods
Fixed the start hover speed glitch by disabling input during transition
Fixed npcs you threw into prison spawning instead in air
Fixed the broken start into ACT 4 where you cannot move
V 0.955 | Sunny Beach District | New Hover Mode! | Much more
(Thumbnail Picture and some screenshots by LeeSpork)
July 20th V0.955
Hello fellow players, ACT 4 is progressing well, meanwhile here is a load of new additions to the game!
Sunny District (Pine Lake North)
A new district exists now in the northern part of Pine Lake. A tourist spot with a beach & hotel, Pine Radio, and other points of interest. Images by LeeSpork
Flyer Glasses
These glasses will aid you in flight with additional aviation data. You can also buy cosmetic glasses in the 6/12 store.
The nose glasses disguise you from your past selves!
Plane Mode
The wings are now moved to a separate flight mode system, which can be activated by pressing 'G'. It only works correctly if you are already in air and allows you to glide across the clouds.
Use a runway to land your car smoothly.
New Landing Stage Mechanics
You are now able to navigate your car slightly in hover mode and trigger the rcs to dampen your vertical movement.
Greg's Hot Dogs & Ice Cream
Around Pine Island you may encounter Greg the hot dog dealer, or one of the ice cream sellers. Every day they spawn somewhere else on the island.
Remote Control Hover!
You can now control your hover car via remote!
Retributionist Bandits!
In the old west you will find some new special bounties in Westwoods office. These guys are wanted during the wild west era all over the Acoria Island Chain, they are very good in acting from the shadows, so you won't be able to find them. That is because they ignore unimportant do-gooders. That was the fact with you until you helped Westwood.
Radio Isla do Porto
A new radio station has been added, which has its location outside the map to the south. Now you can listen to nice beach music!
Powerlines & Skylane revamp
The skylane now runs around the island, covering the region of the sunny district, byroad, fisher bay and cape dun!
You may also notice the new power line going around the island. The dam gives the island electricity!
ACT 4 Progress
I am finally finished with the first altercation part with Mîm. Now comes the long last part of the act where you have to defeat him. There is another conclusion quest which I have planned after act 4, depending on your opinion I can release it with act 4 or spend more time with act 4 itself and release that conclusion quest later.
Make sure to check out all features listed below in the changelog! Enjoy the update and God bless!
Added the sunny beach district (Pine Lake North)
Added beach attendants
Added Greg's Hot Dog Car and Hot Dogs
Added Tony's Ice Cream Stand, both stands will be showing up randomly every day, somewhere on pine island
Added 70's vans
Added master caution warnings and mode descriptions to the hover mode
Added bandits wanting to take retribution for you helping Westwood in apprehending the bandits
Added a hint that you need to insert the reactor from Edward, in case people accidentally skipped over that dialogue
Added Isla do Porto Radio (Port Island which lies to the south)
Added some subtle white noise to radio stations depending on where you are on the island, and if the mountain is in the way
Added a controller Dead Zone Option under general keybind settings
Added a pre-dyluvian pyramid structure (Check out the archeology book)
Added the ability to double click on map markers to make them visible in game
Added hovermode to the remote controller
Added a variety of glasses (including ar glasses) which are also worn by citizen
Added a scripts folder in mods if someone wants to add in dll mods
Added the sewer exit through which Edward and the Detective escaped at the end of Sewer Adventure
Added powerlines
Added the old wood cutter lodge
Added a no border for the car editor option in the super secret settings
Added mullets to 80s male citizen
Removed winter from 2033 and later years
Increased the LOD range by 40 percent.
The weather machine now causes thunder and storm upon both uses
Revamped Ice Cream Looks
Moved the skylane to the north of the island, as the south is supposed to be a natural park
Made the flying car physics more momentum based
Lowered the likelihood of thunder in light cloud settings
Refactored the name spelling Saint Andrey to Saint André due to it being possibly etymologically incoherent (Andrey being russian spelling, and the original settlers being french) Only thing that changes is the writing of the word.
Fixed the Fiskerbutka sign from showing up in the original fisher bay
Fixed bridge texture in act 3 bridge
Fixed a bug which would cause distant cars to phase through bridge floors
Fixed the floating Christmas wreath where sandys ice cream parlor would be in the future
Fixed the ai cars from having wheels flying about when taking off into the sky
Fixed the Job System and case sensitive errors with files for Linux Users
Fixed the camera jumping in hover mode when switing out of normal to locked camera mode
Fixed a bug where you could start a dialogue whilst Edward is time traveling away in fort dun
Fixed the hotel post 2020 for the floating log in
Fixed the camera shaking from persisting for too long upon taking alot of damage
Fixed the op damage of the gravi hook
Fixed the missing trigger for making a phyiscs impact with the pizza dough ball on Francescos face
Fixed the sequence where in the falling walkway would fall only slowly during the act 2 school route
Fixed the dropping motion of the car when leaving hover docks
Fixed a bug where in interacting with an inserted fuel cell and pressing an inventory number, would make the fuel cell float outside the car
Fixed certain female citizen having eye textures on the sides of the head
Fixed the bug where past selves would disappear during sleep
V 0.95 | Grappling Hooks | Alaska Safehouse | Linux Port
Hello dear players!
I have been spending these past weeks working on act 4 as well as some new additions for public release! More on ACT 4 below!
Grappling Hooks
Press fire onto any object above you and hold the fire button to reel yourself in! Press again to unlink the cable!
The car flipper has been replaced by the new gravity hook which pulls items towards you instead of being pulled in, meaning it has the opposite effect of the grappling hook!
Alaska Safe House
It's pretty cold here, use the new heater objects to keep yourself warm! Be weary, you are not the only living being that made its dwelling here!
Linux Port
After some hiccups with getting it to work with STEAM I finally managed a proper Linux Port for No Time! No more Proton, which means increased performance!
It comes with some increased performance as the Proton Layer has a poorer framerate than a straight port for Linux, which was my original reason to making a proper port.
Some video clips in game may still not work properly but that will be hopefully ironed out in the future! This may or may not be also the first step towards any possible Mac build, thought these would be a bit harder to tackle, considering all the shader issues I had in the past when attempting a Mac Port.
Some smaller Additions!
Torches!
Can be commonly bought in older and ancient stores prior to 1900.
Space Weather
Fog is back again for some planets, as well as cloud patterns and occasional thunder.
3rd Person zoom scroll!
Use your mouse wheel in third person to get a bigger view over your surroundings!
536 AD
It was a year of darkness, a volcanic winter which was caused by at least three simultaneous eruptions of uncertain origin. (Credit to Hugestrike for the suggestion)
Revamped Full POWA flight!
Your flight in Full POWA mode has now been essentially changed to work similar to the jetpack flight.
ACT 4
I've spent the past weeks creating most possible set pieces that I need for the script! It may still take some time to complete ACT 4 itself, it will be worth it though once it is done!
The next few days will be me working more on ACT 4's story so I that I can have some first private tests on the side of some select players. Some work for the next public update has been already done in advance, so that I can focus more time on ACT 4's development.
Thank you for your support!
God bless!
June 10th V0.95
Added a dedicated LINUX Port (non Proton)
Added grappling hooks and replace the car flipper with a gravity hooks
Added the Alaska Safe House
Added the delete button for non editable files in the PLC
Added third person cam mouse wheel zoom scroll
Added save stations to the modern hotels
Added all named items to craft menus and box menus fixing some misnomers for fishes
Added Toggle Run by pressing Caps Lock
Added cloud patterns and fog to some exo planets
Added some old paintings which I took pictures of in Assen to Fort Dun
Added the 536 AD year of darkness
Added a loaded ark cell along with a reactor at the start of the free mode game
Added infinite health and fuel as well as instant cooling as an attribute to full powa mode
Added a hint to the tutorial, that you need to press F to interact with objects
Added torch items
Chips now include real time month date and time as targets for your safe house
The full powa flight now works like the jetpack flight
Made the outer foil of the SNACK reflective like its real life inspiration
Made architectural changes for buildings in Cape Dun based on The Architects suggestions
Fixed the bug where in Rhogur the pirate would fail to enter his shack
Fixed a bug which could block you from time traveling after ending act 3
Fixed and revamped lightnings looks and appearance
Fixed some of the performance impact the terrain was making by adding some higher lod levels and fixing all visible artifacts, which would occur from the lod
Fixes to some of the level meshes
Fixes to the flipped airlocks in the Mim bases p1
Fixed a bug which would disable the player from using the grappling hook on trees and other bigger objects like terrain p2
Added some custom batching to put some houses into clusters, reducing some performance impact in 2014
Added some more shop misc like a barber sign next to eds lab and some interior signs to bardeys
Fixes to the grappling hook of hooked to a position lower to the player (moving the player up indefinitely)
Fixed to item dropping in third person
V 0.945 | Jet Packs & Fishing! | ACT 4 News
Hello fellow players!
It's been a while, I am back from my little hiatus which was back at the real world Fort Dun counterpart!
This time catching fish at the inner moat was in order, repopulating some of the outer moats around the fort with carp! So with that experience in mind I thought it was time to finally make the fishing rod a real object.
The Fishing Rod
Fishing rods work now!
There are several types of fish now for salt and fresh water alike in different sizes!
They can be sold for a specific prizes based on fish type and size!
You can see fish above water based on the ripples they produce, but don't come in running or get to close or they will swim away!
A bit of patience, and voilà!
Patience is key! Sometimes all you get is an old branch or empty 2Can Soda!
Submition by Laxbum25
Submition by Oliver
Exo Suit and Leviboard Extensions
You can now customize your Exo Suit and Leviboard to your liking including custom coloring!
You can add the jet extension to both items! (This removes the jetboard effectively as a craftible item)
You can pack on some heavy armor plating onto your Exo Suit for extra Beefiness/ Strength during melee combat!
Want to be a personal Shield Generator, pretty easy!
With those new features comes also energy consumption. The previously introduced capacitors will control how far you can fly or how strong your shield will be! Top tier capacitors like those from mim will allow you to fly around in your jet pack indefinitely
If your power is null, your suit will become sluggish and you won't be able to move at full speed!
You can toggle your hat/ helmet for every costume by pressing 'O'
You can toggle the exo suit lights by pressing 'L'
ACT 4 News
Before my hiatus I have reached MÎM's base Du Utu, with a first confrontation of the evil doer.
(Hover over black spoiler for image)
There is still much to do, given that I want it to be a proper ending with epilogue where all kinds of stories get resolved, if I were to work every day straight without pause it would take me about a month.
Not counting the load of testing and potential voice work for new Narrator lines.
I thank you for your support over this crucial time, it keeps me going as I see that you eagerly await this new and final entry to the main story line.
Enjoy the update!
God bless -Erathor
April 26th V0.945
Added working fishing rods
Added new fish variants for fresh and salt water of different sizes
Added more greenery to Cape Dun's old city in medieval to be more historically accurate
Added a toggle for hats/helmets in costumes
Added the possibility to upgrade your exo suit with color, armor, jetpack and lights as well as more power
Added leviboards to the workbench moddable items
Added new entries on the 2027 war in the archive file
Bullets now get stopped by water
Fixed the save station in the core during act 3
Fixed the bar keeper at byroad from demanding the wrong currency
Fixed the blocked off elevator in Pine City
Fixed the item duplication when throwing an item right after pressing an inventory button
Fixed the lingual error in the car editor, flip wheel direction is actually steering wheel option
Fixed a bug which would cause the codes for the agent to fly away upon spawn
Fixed the bug which would open the chat box when confirming a name change for boxes
-Fixed some of the procedural nature generation from being random (like sea rocks and the like) p1
Added a hint where Edward tells you to go behind the starting line if you don't
Made the exo suit charging ui less visible
Fixed pond fishes from getting deleted
Fixed the fisher mans texture p2
Some Adjustments for the fishing mechanic and fish ai