Fixed the Meta explosion from happening for time cars
Fixed the syncing of cars traveling through time p3
Added Szoguns Artwork into the Mod Loader
Fixed the recallgate bug, upon which you could not return from your time gating p4
Incrased the size of the sir atom trigger box
Excluded the time wipe for act 2s cave in 33 ad just in case someone drops quest essential items there
Fixed players head from appearing white if in Multiplayer
Fixed a bug where in bill the 2nd instead of the first be talking in ACT 3s Last Stage Quest (Thanks Neko for the report)
Fixed the floating head bug for other players when wearing a taxi costume
Fixed the items from not appearing for other players when dropped or used
Fixed the time wave event from not triggering when traveled to
Fixed the time wave event from not triggering when traveled to
Fixed the focus on the chat screen so you wont have to click on it all the time to type
V0.9 Multiplayer
Hello fellow players!
You may ask yourself this question: "Is this an out of season April Fools joke?" No, it is a fully fledged Lost in Days experience!
(Below is a link to a starter guide)
(Credit to Neko for the Gif)
It is as simple as hosting a lobby and let your friends join your session once they loaded their save file!
What can you do?
Sync up with your friends and have fun together in No Time!
Show them your safe house!
(Credit to Neko, Szogun and Choo Choo Man for the Gif)
Fight bandits together! (Non quest related Npc's)
Do car racing!
Explore the secrets of Pine Island together!
Explore space together!
Or hang out on the beach with a nice camp fire and radio to lighten the mood.
I've added emotes and in game chat to allow you to communicate with other players!
Quests are out of sync, however you should be able to play them together at the same time.
Technically speaking you can have up to 12 players, though at least for now I suggest having the player count low as it may get cpu taxing on each client.
Remember this is an early feature, some things may sometimes not work as intended. If items don't appear or data is not being sent correctly, try to restart the session or game
Keep your time story wipe meter under 10 mb as well
God bless you and enjoy the game, this time with your friends!
October 10th V0.9
Added Multiplayer Mode (Streaming of each others time story and other nice stuff)
Time Story (Each player will see the others action whilst in lobby)
Multiplayer Beacon and Sync Chip (Beacon to host a lobby, sync chip to travel to someones time)
Items get streamed (You drop or take an item, the same thing will happen for others)
Safe houses (Visit other peoples safeh houses)
Space Exploration (Explore the Ape Head Cluster with your friends)
Most Enemy Npcs and Mobs (Get your help of friends to fight enemies)
Pets and Animals
Added Npc Reactions to your emotes
Added crabs into the arachnophobia option
Added a function that also clears your gold value timeline during a time wipe
Removed the Combat Dialogue block, now you only get thrown out of dialogue if directly attacked
Full body costumes now protect you from being spotted by past selves
Fixed the wrong keybinding tool tip for sandbox mode at start
Fixed the microwaves texturing in ACT 1 The Facility
Fixed more German Grammar Issues (thanks to Extloga for most of the reports)
Fixed Marvin from selling with dollars
Fixed Fredich from selling with dollars (I thought I fixed this already, weird...)
Fixed the big lights bug for cars and lamps
Fixed the missing market stand for the Christmas Market
Fixed the computer item in the safe house from being super tiny
Fixed the possibility to miss the prison key during the fort dun quest
Fixed the base of action quest where in Athor would not show up next to the car after fort dun
Fixed the ACT III bug where in Rhogur would not be able to go up the ladder into his shack
Fixed Methuselah from trading with dollars in bc era
Fixed the car flipper
Fixed the black screen on start for reinstall if you had mods subscribed
Fixed the missing agents bug (no agents spawn in the valley) in ACT II's climactic ending
Fixed ACTI Missing Person bug where agents would target npcs and not the player first
Fixed the pelt and metal salesmen from not accepting your items p1
Fixed a bug where in traveling out of the safe house would leave the car with no items p2
Fixed the Meta explosion from happening for time cars
Fixed the syncing of cars traveling through time
Patch Notes
Hello fellow players.
Here are the patch notes for the past two weeks :) Enjoy the game!
p1
Fixed bandit cars from spawning in 300 bc
Fixed the 300bc platypus sequence p2
Fixed the issue where in the fusion station post 2040 would cost you dollars
Fixed the manholes on main street p3
Changed the games launch icon as requested
Fixed the AREA I crash past 2030
Fixed the missing radio 2040 bug which could have cause some fps issues for some
Fixed some level mesh issues
Fixed the area1 crash
Fixed the scale of the wooden shacks
Fixed a dialogue issue in the taxi quest where you could say yes even if you don't have a hover conversion
Fixed the bug where people would be spawning mid air in front of the clock tower in 2060
Fixed the chair from throwing you out the window when getting up at the 2060 hotel
Fixed automatic hover orientation from triggering even if not in hover mode
Fixed the Archos Trading Guild Trader from taking dollars before the 1860s
Fixed edwards superpot in his cellar from getting the origin year of 0 (meaning you would die just taking a bite of it)
Fixed the bug where in you could get one dollar or shilling for selling nothing to a trader
Fixed the issue with seeing the telescope mesh blocking part of the view whilst using it
Lowered the amount of rain since people were reporting it so often p4
Fixed a post Vikings Quest bug which would cause a gradual fps drop for players over time
Fixed a bug which would spawn infinite citizen in evil eras like 2074 p5
Added revolver parts to Bernds act 2 smuggling bay
Fixed the remote controller from not working with the 2060 hover car upgrade
Fixed the front trunk space for the 2060 upgrade
Fixed some level editing errors (objects where they should not be in the corresponding time and some mesh fixes)
Fixed the Fusion Station from displaying and taking dollar in the future
Fixed it so friendlies like Edward can't shoot the car and acccidentally destroy it p6
Added speech bubble zooming (when pressing the zoom button)
Fixed the texture of the shacks during the beta timeline in act 2
Fixed the fusion station from displaying dollars value post 2030 instead of thalers
Fixed more typos for dialogues in various quests
Fixed the bug in which people would remark on you capturing people which happened years into the future p7
Fixed the issue where Westwood would hint that he hears the first time about time travel even though you met him in act 2
V0.89 | PINE CITY 2060 | RACING | TAXI QUEST | HOTELS
Hello fellow players!
Another big update has been released which takes you to 2050 and beyond!
PINE CITY
Experience Pine City, which was built with the combined help of survivors of St. Andrey and from people around Pine Island!
Credit to Ralage for this shot.
The city has multiple layers but most are connected and accessible by foot!
RACING IN 2060
Check out the annual Pine City Race every September 8th at 7:30 AM.
If you want to participate don't forget to get the No Wheels Conversion, it makes you fast enough to win the race!
TAXI GUILD
Want to be a taxi driver? Live out that dream by signing up at the Taxi Guild!
HOTELS
Check into a hotel if you want to stay at Pine City for a night!
(Hotels are available at the floating log in Cape Dun, the Hotel in Bridgetown and Van Bard in Pine Lake, late 1800s)
There are many new places and historic events to explore in Pine City, but I will leave that up to you to discover! Check out the new archives in PIne City, it has a history disk lying around.
Enjoy the update and God bless!
August 30th V0.89
Added the years 2030-2077 and events and landscape changes that happened during these times
Added Pine City (Past 2033 Pine Lake)
Added the Taxi Guild
Added Hotels (Van Bard, Cape Dun Floating Log, Bridge Town, Pine City)
Added labels to the car buttons
Added automatic hover alignment
Added annual city hovercar racing during the 2050-70s
Added a billboard to the 90s-2030s Pine Lake which tells people to buy or sell gold, depending on the economy
Added cherry blossom plants to PINE CITY (credit goes to szogun)
Added eight more achievements for the recent things added
HVDs now display a blue hue depending on how full their data storage is
Doubled the hover conversion price to 1000$
Revamped the Hover Car Physics
The bounty hunt rope now allows you to drag the prisoner along whilst flying a car or on a board without it snapping
Revamped the players 3rd person looks, added blinking
Revamped hover controls
Removed the fps costume meshes for clothing with hats (except for costumes that obstruct the face)
Fixed the currency of the native traders in bc era
Fixed the 3rd person skating costume from making gas mask sounds
Fixed the issue of traders taking dollars before 1800s
Fixed Pauls look (the other donut guy)
Fixed the bakers texturing
Fixed some typos in the german translation
Fixed lighthouse campfire texturing
Fixed natives and vikings from saying english lines as greetings
Fixed the issue with the broken nature spawn system (no trees in the little ice age and 3000 bc for instance)
Fixed the missing traffic on the sky lane
Fixed a bug for the Wild West quest where in Westwood would know you before the events of Act 2
Fixed the skylane traffic, once more
V0.875 Patch Notes
Hello fellow players! These past days I've made some patches, so here is the log!
Enjoy your time travel adventures!
July 15th V0.875
p1
Fixes to the 1900s bulletin board
Fixed to the burger mans textures
lowered the bounty prices a tad p2
Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
Added a hint in the Prologue Dialogue so people know to park behind the starting line
Fixed the huge amount of rainy days
Fixed the missing German translation for citizen dialogue
Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
Fixed the missing persons from not appearing at their captured positions
Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
Nerfed the bounty price count p3
Minor Typo fixes
Fixed the player fall animation when walking around
Fixed a bug where in holographic info pages would show up at old billboards
Fixed the broken variety in criminal NPC weaponry to be only stones p4
Revamped some of the building textures in Pine Lake
Fixed the walking animation for NPC's from breaking up
Fixed the darkness in the Aurora Jupiter Level
Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence
V0.875 Patch Notes (Updated PATCH 7)
Hello fellow players! These past days I've made some patches, so here is the log!
Enjoy your time travel adventures!
July 15th V0.875
p1
Fixes to the 1900s bulletin board
Fixed to the burger mans textures
lowered the bounty prices a tad p2
Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
Added a hint in the Prologue Dialogue so people know to park behind the starting line
Fixed the huge amount of rainy days
Fixed the missing German translation for citizen dialogue
Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
Fixed the missing persons from not appearing at their captured positions
Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
Nerfed the bounty price count p3
Minor Typo fixes
Fixed the player fall animation when walking around
Fixed a bug where in holographic info pages would show up at old billboards
Fixed the broken variety in criminal NPC weaponry to be only stones p4
Revamped some of the building textures in Pine Lake
Fixed the walking animation for NPC's from breaking up
Fixed the darkness in the Aurora Jupiter Level
Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence p5
Fixed the priests garment color
Fixed Edward from being in the 33AD cave before jumping in via time travel
Fixed the Native Hunter from buying for more and selling for less
Fixed the shutdown symbol from being invisible on the PLC
Fixed the broken time meter
Fixed the backrooms lighting
Fixed francesco from not turning angry during the pizza athor quest
Fixed avoiding npcs from marrying people of the same family name
Fixed the player from losing the gun at the end of act 1
Fixed the missing spawn of agents at the end of act 1
Fixed the player from absorving npcs when going to close to them
Lowered the Contrast Value p6
Renamed GAMMA to BRIGHTNESS in the options menu to avoid confusion for some players
Fixed the missing ground collision in the gamma timeline p7
Fixed an issue with lightning strikes which would make it impossible for players to complete the Aurora Quest
Fixed the navmeshing for the safehouse
V0.875 Patch Notes (Updated PATCH 6)
Hello fellow players! These past days I've made some patches, so here is the log!
Enjoy your time travel adventures!
July 15th V0.875
p1
Fixes to the 1900s bulletin board
Fixed to the burger mans textures
lowered the bounty prices a tad p2
Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
Added a hint in the Prologue Dialogue so people know to park behind the starting line
Fixed the huge amount of rainy days
Fixed the missing German translation for citizen dialogue
Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
Fixed the missing persons from not appearing at their captured positions
Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
Nerfed the bounty price count p3
Minor Typo fixes
Fixed the player fall animation when walking around
Fixed a bug where in holographic info pages would show up at old billboards
Fixed the broken variety in criminal NPC weaponry to be only stones p4
Revamped some of the building textures in Pine Lake
Fixed the walking animation for NPC's from breaking up
Fixed the darkness in the Aurora Jupiter Level
Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence p5
Fixed the priests garment color
Fixed Edward from being in the 33AD cave before jumping in via time travel
Fixed the Native Hunter from buying for more and selling for less
Fixed the shutdown symbol from being invisible on the PLC
Fixed the broken time meter
Fixed the backrooms lighting
Fixed francesco from not turning angry during the pizza athor quest
Fixed avoiding npcs from marrying people of the same family name
Fixed the player from losing the gun at the end of act 1
Fixed the missing spawn of agents at the end of act 1
Fixed the player from absorving npcs when going to close to them
Lowered the Contrast Value p6
Renamed GAMMA to BRIGHTNESS in the options menu to avoid confusion for some players
Fixed the missing ground collision in the gamma timeline
V0.875 Patch Notes (Updated)
Hello fellow players! These past days I've made some patches, so here is the log!
Enjoy your time travel adventures!
July 15th V0.875
p1
Fixes to the 1900s bulletin board
Fixed to the burger mans textures
lowered the bounty prices a tad p2
Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
Added a hint in the Prologue Dialogue so people know to park behind the starting line
Fixed the huge amount of rainy days
Fixed the missing German translation for citizen dialogue
Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
Fixed the missing persons from not appearing at their captured positions
Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
Nerfed the bounty price count p3
Minor Typo fixes
Fixed the player fall animation when walking around
Fixed a bug where in holographic info pages would show up at old billboards
Fixed the broken variety in criminal NPC weaponry to be only stones p4
Revamped some of the building textures in Pine Lake
Fixed the walking animation for NPC's from breaking up
Fixed the darkness in the Aurora Jupiter Level
Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence p5
Fixed the priests garment color
Fixed Edward from being in the 33AD cave before jumping in via time travel
Fixed the Native Hunter from buying for more and selling for less
Fixed the shutdown symbol from being invisible on the PLC
Fixed the broken time meter
Fixed the backrooms lighting
Fixed francesco from not turning angry during the pizza athor quest
Fixed avoiding npcs from marrying people of the same family name
Fixed the player from losing the gun at the end of act 1
Fixed the missing spawn of agents at the end of act 1
Fixed the player from absorving npcs when going to close to them
Lowered the Contrast Value
0.875 | THIRD PERSON UPDATE | BOUNTY HUNTING | HUGE CITIZEN REVAMPS!
Hello fellow players!
Last month there have been a few patches including some additions, which I chose to also cover in this announcement!
[Credit goes to Szogun and Time bandit for making screenshots for the Thumbnail]
TRAFFIC LIGHTS AND INTERSTATE ROADS
Pine Island finally has some traffic rules in place! Cars still sometimes tend to crash, but they drive more carefully now ;)
I thought of making high way around pine island less linear and more interesting, I might expand on that in the next update after this one.
Here you can see a road leading between pine lake and fisher bay.
Fisher Bay itself has some road remodeling!
As you can see the ocean finally blends in well with the atmospheric fog.
THIRD PERSON MODE
Simply press V when ever you feel like it, to see how beautiful you look from a thirds eye perspective!
CITIZEN & PROCEDURAL FAMILY TREES
The game now has a new feature in place which I have planned for long.
Every Citizen Npc now has a unique look, no more duplicates! I've built a new system from the ground up where faces, skin color, gender, and clothing all mix together to create a unique look.
Npcs also wear weather appropriate clothing! (Picture made by Davesoft)
Secondly all NPC's from the 16th century (Cape Dun gets founded) to 2030 (and soon also 70) are part of a procedural family tree system.
It works as follows:
1# A family migrates to one of three locations -Ard Vuran (A desert country) -Archos (The trading guild island) -Lechwia (The temperate climate)
2#They then marry, have children and if other cities are available, move to other cities.
3#And eventually they die, this is when you will be able to look at a local graveyard and see their entries there...
Depending on random chance, or economical situation (or if the family is called Crimson) there is a chance for an npc to turn EVIL. They will become ruffians and bandits and over time they will do crime, rob, kill and even capture innocent citizen, to drag them into their hideouts. Saving citizens may have unforeseen consequences as to how the family trees will look in the future. New NPC's might get born or entire families will look completely different!
(Note that as new updates come, some families might change during your playthrough as the procedural structure could get altered by adding new features or quests in that regard)
BOUNTY HUNTING & BULLETIN BOARDS
To prevent them from doing harm you can take up hints from the bulletin boards, where they might be hiding.
Every city has its own board with local affairs.
Follow the wanted lead, free the prisoners and bind the ruffian, drag him to either Westwood or Cape Duns barracks master, and collect your reward!
This is one of the first radiant tasks which I wanted to implement for long. (Perhaps job requests or animal/ monster hunting will be added in the future)
RENZO & JOACHIM A digital comic is being made by Rensow, telling the story of the Gold Time Line (The original timeline which initiated the whole adventure of No Time)
He has made his own stories before, so we thought that it be cool if I implemented characters out of his personal stories into No time.
There is a little easter egg in No Time, where you can spot them. Go to Edds basement and find the hint as to their location and time period. Next update will likely be focused on the post 2030 future up to 2070/80, so this is something to definitely look forward to :)
If you like No Time and are stoked about this update, and want to aid in its growth, share the game with your friends or write a comment about it on your Social Media!
If you have favorite Streamer or Youtuber, write a comment about No Time. For every 10 people who see your comment, one might like it and might even check the game out! ːsteamhappyː
Thanks again to everyone who has been along the ride so far. - God bless!
July 15th V0.875
Added the third person mode for the player
Added an inventory wheel (For the coming Controller Update)
Added the Renzo and Jachim time travelers event, Edwards cellar has a picture capture of it lying on the table
Added citizen names, in code each citizen has now a family tree and origin which can be all traced back to cape dun (As the city of original migration)
Added custom citizen looks (no more repeating characters)
Added actual tomb stone names based on the citizens that used to live there and added cemeteries for each city
Added new citizen interactions
Added the Bulletin Board which has interesting posts or job offers
Added Bounty Hunting to bulletin boards
Fixed brodas textures
Fixed a sequence bug (viking quest) where it could mislead the player in thinking he can't interact with the chair during the feast
Fixed the bug in the AI by which enemies would not get triggered if your ride a board
Fixed the 3 second frame drops on bigger save files
PATCH NOTES V0.86 P11 (UPDATED)
Hello fellow players!
I had to do another big patch just as I was in the middle of working on the next update, hence the big data difference compared to the last patches.
Here are the patch notes from last week!
God bless!
p1
Added a little photo to Edds lab as an easteregg to him testing a prototype EPA
Fixed some issues with items as well as the broken Mr Crafty System p2
Added a CCORP Sign to AREA One's Entrance
Fixed a few performance issues with ui canvases and your past selves cars creating overhead
Fixed the elevator in Area One
Fixed edwards laser from shooting off cursor p3
Fixed the non moving car wheels
Fixes to the car physics
Fixed the miniature computing units p4
Fixed the spelling of a quest entry in the Fred Radio Quest
Fixed the remote car controller
Fixed some bugs in regards to police men being able to glitch out the UI via trying to talk to you
Fixed some issues with being able to talk to knocked out people
Fixed some bugs which would make the Diverting quest impossible to be completed
Fixed the save stations
Fixes to the Noir Quest
Fixed the PLC Off Button
Lowered the damage afflicted to the car by enemy bullets p5
Fixes to the last stage quest
Fixed the Warning Sequence from being broken
Fixed some raycasting issues
Fixed the bug where police beaten up by enemies would give you an infraction
Fixed the AI Cars wheels from rotating backwards
Fixed the AI Cars from being unable to drive over bridges
Fixed the past self from only displaying sitting animations even if on the levi board or horse
Fixed the hat textures of the citizen p6
Police wont halt you instantly if you drive high speed in your car
Disabled the police officer in the Pine Lake office building
Increased the Workshop scrollbar range
A fix for AMD users during the Diverting Actions Quest (Putting the medal into the machine would break the quest)
-Fixed dropped items from triggering the notification multiple times
-Fixed mounted weapons from disappearing upon time machine switching at the mechanic p7
-Revamped the plasma bolts appearance
-Fixed the hit sound when picking up items (no more jumpscares)
-Fixed it so your car weapons wont shoot if in the Questlog or Savemenu
-Fixed the training bot
-Police now react to your timetravel jump if they are only immediately next to you p8
Added st. Jude satues all over pine island. Without his intercession the game would have never become anywhere popular.
Potentially fixed the exit to menu and load last save function on AMD processors p9
-Fixed the campfire handling
Fixed the health of the medieval guards from covering the entire screen
Fixed the ocean/fog issues
Fixed the sand texture wrapping at sandies cave and another rock nearby
Fixed the windmill ruin collision
Fixed the spinning wheels whilst in hover mode after pressing pause p10
Added traffic lights
Added more interstate roads connecting the nooks and crannies of the island with appropriate road signs
Revamped the grass texture
Lowered the likelihood for lower collisions to cause damage on the car
Fixed the Fusion Station from being bugged into the wall in the gamma time line
Fixed the overlapping item names in the Mr. Crafty
Fixed the car mass center settings for the car to be at 0 (to avoid flips during hard breaks and turns)
Fixed the blocked car after doing an npc job p11
Fixed some performance impact of the levitation script on the hyperlane and various other scripts
Fixed raycasting issues where in the raycast would be block by the players collision