0.8 | CHRISTMAS/NEW YEARS | EPILOGUE PART II: MIM & UNDERGROUND CAVES!
Hello my fellow players!
In preparation for Christmas and New Years Eve!
Christmas is around the corner, and to accompany this blessed season, I've made a range of updates to keep you in the Christmas Mood! New items are now available, only for the Christmas Market!
Firework Rockets, fly into the sky and explode in various beautiful colors!
A plushy!
The fisher guy has now his own place in Fisher Bay!
Vast Underground Caves!
The east side of Mt. Uroruh has a cave entrance, which at some point connected to another cave in the Natural Reserve!
Find the right year in which the cave has not collapsed or is not filled with molten rock, and you may find something precious at the deepest roots of that ancient mountain.
So get your light ready, something like a leviboard to soften long falls down the shafts and get ready for an adventure into the dark deep!
Epilogue aka ACT IV: PART II
The second part of the Epilogue is now available! After ACT III talk to Luke after you completed his Elanor Quest, he will introduce you to Fred Radios Host!
This will lead into the second branch of the Epilogue, which will explain a many mysteries about MIM, other mysterious characters and the answer to what Edward was really doing all along!
This is also the connection piece to the Dimension Gates, which will play a big part in the third segment of the Epilogue, once it is ready! Enjoy!
I made a space shooter for you, for free!
While I was on vacation, I managed to make a quick space shooter inspired after an old 90s game, the first game I actually ever player, called Terminal Velocity.
Added fireworks, purchasable at the Christmas market
Added Christmas deco to Cape Dun
Added proper starfish item preview pictures
Added Part II of the Epilogue
Added crystals around caves as decoration but if mined there is a very very slim chance for ark ore
Added a time agent spawn toggle for the sandbox menu
Added various effects to aged items (spoiling, aging for food and boos and letters will turn yellow brown)
Added Car and Player Respawns upon spawning inside buildings
Added a home to the fish trader in fisher bay
Added the shop misc texture palette to the mod folder
Added a dedicated Game Over Screen
Added a giant underground cave system with a secret at its very bottom
(this should happen almost instantaneous and will replace the car on the nearest safe position if the car timetravels into a building without interior)
(This should also keep the player from spawning being teleported into a building on new years, when a new building appears)
Revamped Sandie's character
Revamped the Christmas tree in the town center
Revamped the future city center
Removed the levi and jetboard impact punch sound
Flipped the car landing sounds to have the correct order they should be played in
Translated some of the comment lines (not being able to turn on the car or time machine) int german
Increased the amount of items being stored in boxes
Moved the Gobbo entry to the mythical creatures book
Fixed the displacement screen effect (heatwave & under water wobble) from making artifacts at the right side of the screen
Fixed the issue of not being able to use things after skipping the tutorial
Fixed the missing sky lane cars
Fixed the unknown destination chip from sending you to 4000 bc at times
Fixed the lowered placement of the opened car doors for the back reactor version
Fixed the floating placement of the houses in byroad
Fixed the color bug after switching the time machine placement at the mechanic
Fixed the inability to pick up the mr coffee once placed in the safe house
Fixed the weird faulty trade buttons labeled as "donut" from appearing for some vendors
Fixed the broken backwards drive upon entering the car
Fixed the sound sliders from not being able to fully mute music or sound
0.795 | MEDIEVAL CITY UPDATE! | GRAPHICAL REVAMPS | META ITEMS | MUSHROOMS
Hello fellow players!
This update is so big I will have to split it into two parts.
CAPE DUN: MEDIEVAL
I always wanted to make cape dun more dense and rooted in history. This update is to cover a majority of that part! Many new stores can be found in the old city as well as a proper docking area for boats. There is a secret sewer entrance.
Check out the Floating Log Inn! The bard evidently has had a past.
Go to the baker in the early hours of the day to get some nice and tasty milk rolls!
The local Archos Trading Guild Post is a nice place to catch some exclusive exports from exotic regions, giving you information and a bit more lore from the surrounding sea of Antillia.
Check out the local smithy to earn a quick shilling!
A herbal store, which includes the new sorts of mushrooms, which can be found in the wild!
I know we are already out of mushroom season, but after having wandered through the wild myself I though why not add some mushrooms, they spawn in the wild during the spring and autumn season!
Make sure you don't eat the wrong mushroom though, it may end up killing you so be weary.
New Years Eve 1899 is a sad night as the entire old city center burned down due to an unknown cause...
META ITEMS
A new temporal physics rule has been added! Say you duplicate an item via time travel, so that you have two identical items of the same thing, keep the two well apart from each outer. Otherwise you might end up seeing this.
It is yet untested if several items may gain special abilities through this merging, so I will leave that up to you to experiment with!
ENEMY ITEM DROPS
If you happen to be out of uranium, coax time agents into spawning near you, they will drop uranium at random.
Bandits can drop Archos Trading Guild Gold Coins, which can be exchanged for money.
Destructible misc items are a thing now! I will add more of that sort with corresponding npc reactions in the future!
THE GOBBO
An old myth from the almost forgotten parts of Pine Lakean Lore. The Gobbo is an evil creature, ape like, which used to live in the wild and attack unsuspecting wanderers. Will you be brave enough to face that ferocious, deadly beast?
UPDATE PLAN PART II
The second update, hopefully to arrive at Christmas will see a continuation of the epilogue quest! For that reason did I want to revamp the city as well, as a part of the setting will play out there so stay tuned! Make sure to read the full change log :)
God bless you and have a good advent time!
November 30th 0.795
Revamped Cape Dun
Added Meta Item States (two items of the same kind merged together in a temporal explosion)
Added mushrooms which spawn in the spring and autumn
Added the Archos Trading Guild in the early stages of Cape Dun
Added the floating log in to Cape Dun
Added a baker to cape dun
Added a smithy to Cape Dun
Added a herbal trader to the early stages of Cape Dun
Added destructible bottles as misc around bars
Added the gobbo
Added Sir Coffee to the safe house
Added the cape dun fire incident on new years eve 1899
Added a small secret sewer portion to Cape Dun
Added the PK02 texture palette
Items have now alternating nutritional value (gaining of food meter per bite/ drink)
Gun wielding bandits can now drop Archos Trading Guild Coins and other goodies
Time agents now drop wrapped uranium at random chance of being defeated
Revamped the trading menu to allow for more buying options
Remade the Christmas market stands
Remade the Spider Cove Map Entry
Removed the imposter system (a graphical feature it only looked weird and made performance dips)
Texture Revamps to some parts of the kraken base and the underground time machine in ACT III
Colliding your car with your past self car will result in a game over now
Pressing backwards now also toggles brakes if moving forward (for new players who might prefer it that way)
Lowered copy machine charging speed
Made the currency detection automatic, meaning i won't have to set npcs manually wether they should use shillings or dollars (potentially allowing for other currencies in the future)
Fixed the fly take off for the blue cars
Fixed the out of bounds issue on the dollar display for the yebay station
Fixed the smiths job description
Fixed the sunday check increment
Fixed the futuristic traffic from spawning in earlier periords
Fixed the mr. crafty from eating up all items in the vacinity instead of the ones that it needs
Fixed more typos
Bound Mim to the Ape Head Cluster, he should stay there now and won't do more damage
V 0.79 || Hallows Eve Update || Space Content Update! || Skate Boards! || More!
Hello fellow players!
I wish you a good All Hallows Eve, I've made some fitting additions!
Find a jack o'lantern in late October around Pine Island and unlock them for your own safe house!
New candy to be acquired through YeBay or trick or treating! You gotta need a good costume though! Along with these new sweets come some nice effects!
St. Andrey has received a revamp! Now you can enjoy the dingy skyline of this mega city!
The game has a range of new acquirable binoculars! With night goggles (Get it via YeBay) you will be able to see everything more clearly!
There have been sightings of strange buildings around the ape head cluster, apparently some buildings have unlockable items or safe house objects!
For instance this star map, charting all your visited star locations!
Or this star scope, every star in the ape head galaxy is a potential gate address!
Skate boards are now a thing! TOTALLY RAD! Wear some protective gear though.
There is so much It would break the frame of this announcement, so I will have you check it all out via the change log! Enjoy the update! God bless and wish you a good All Hallows Eve.
October 28th 0.79
Added a star chart to map your journey through the ape head cluster
Added scopes and binoculars
Added the fisher man at honey wood pond
Added new space gate exit buildings (now it is 8 in total)
Added a stats section for the car in third person
Added instances of lying trees (dead wood) around the nature reserve
Added falling leafs during the summer and autumn on the broad leaf-trees
Added jack o'lanterns as unlockable safe house objects
Added lollipops and chewing gum
Added chewing gum effect
Added skate boards
Added skating gear
Revamped the Viking Village
Reset the procedural generator to allow for more variety in each address
Increased AI Cars speed a tad
In free look while hovering brakes will reorient the car
Lowered the amount of vintage radios to one radio to craft the Components II blueprint
Lowered the interaction cooldown from a second to .3
Fixed the Ranger Towers walking sound to be wood
Fixed the "3nd" to say "3rd" during day outputs like the game intro
Fixed the missing heat effect from the wires
Fixed Edward in the Back to the Past Quest where he would hold a cup of coffee instead of the letter
Fixed the quest update notification
Fixed the car from reappearing on the road once remote time traveling and before destination time
Fixed the Training Bots laser from taking too long
Fixed the bug, where in the steering of the car would mess up after using the car flipper
Fixed the ENV Spawn
Fixed dying once getting onto the horse whilst holding it
Fixed a bug where loading a save which has the car in hover mode would break the car controls
Fixed the delete button for the safe house from breaking all other items in your safe house
Fixed npc's from getting stuck at the town square
Fixed missing epa at the start of act 2 if carried before hand
Fixed the explosion from seeing your other self not killing you
V 0.785 | CAR MOD EDITOR FOR THE WORKSHOP!!! AND MORE!
Hello fellow players.
I've released a fundamentally big update!
Certain objects are now highlighted, if focused (This can be also disabled in the options)
The sky lane has received a bit of a visual revamp as well as a new practical feature.
If you stay on the lane you will catch the ionic wind which will propel you along the sky lane.
Instant time travel is another possible game play option which has been re implemented!
The PLC has now a colored mode!
After over month of working hard, researching and learning, I've finally finished the first version of the Car Mod Editor!
You can modify the a copy of the default car! Or exchange and add new parts from custom models!
Here is a little tutorial to help you out in getting used to the workflow of it!
Technically you could turn in into an A-Wing, or a flying taxi! Or anything else that you'd like to see as a mod
Thanks to Cho Cho Man there is already a DMC mod, so you can check out in the Workshop, what the new mod editor is capable of!
I am eager to see your creations in the workshop!
As usual below you can find the full change log. I am deeply thankful for this community around the game.
Cheers and God bless you guys!
-Erathor
September 30th 0.785
Added Car Mod Support
Added a Car Editor
Added an option for instant car time travel (no wormhole sequence, could be laggy)
Added object highlighting (can be disabled in the gameplay menu)
Added a gameplay option to disable camera shake
Added escape button to most in game menus as a quick exit (crafty, save system, trading)
Added a colored PLC Mode
Some texture revamps on resident homes
Increased the hover throttle speeds
Enabled Rigidbody Interpolation for items
Made a failsafe respawn that if you land in water with your car after respawn, you get ported to edwards lab
CPU performance increase by cleaning up some code
Fixed the locked state of the plant pot (find a plant pot in no time in order to unlock it for safe house)
Fixed outdated language mods to source from the default language folder in case of missing lines
Fixed the slipping out of items on game load
Fixed the timeline chips from being craftable before the end of ACT III
Fixed hopefully the bug where in the Mr Crafty would blend with the training Menu (Thanks to Ziiryu for the report)
Fixed items from leaving the car if underwater
Fixed the issue where some people could get struck by lightning during story bits
Fixed Athors a posing the Welcome to Pine Lake Quest
Fixed it so that the Welcome to Pine Lake Quest only commences once in 2014
Fixed a performance bottleneck at the last stage quest after the chase scene
Fixed it so birds wont storm your cars items (crabs still will steal your garbage/ food)
Fixed items from inside your car, which you placed, from bugging outside
Fixed more typos p1
Updated some visual aspects of the hover lane
The wheel wont highlight if inside the car
Fixed some of the look of the haze
Fixed the flylights p2
Addded Skylane acceleration effects
Fixed some of the cars speed
Fixed the pink missing material at Burgerlord
Fixed the item placement inside the trunk at the prologue
Fixed the cone misplacement at the end of the road at Manhofer labs p3
Fixed workshop mod updating for new mods (for fixing old mods to update as well contact me) p4
File Uploads to workshop will now be posted without widespace as they apparently break the upload process
Fixed the missing sky lane acceleration effect
Fixed the pink fish bone
Fixed the missing slow descent for lower hover levels
Fixed the inversion of the headlight meshes (square suddenly turning round and vise versa)
Fixed the inverted headlight button
V 0.775 || Wormhole Generator! || Space Exploration and new Time Travel Mode!
Hello fellow players!
This months update is crazy!
It revolves about the new wormhole device, also called the Dimension Gate!
This device enables you to traven through time, or through space!
After you entered Edwards Attic in the alpha time line, you will be presented with the unlockable safe house object and a few blueprints to be crafted.
PLC Commands
Detrimental to this update are the new PLC commands, which come along with this update. You can find a full listing on them in Edwards Diary in the attic.
The gate has two modes of travel, which get set by inserting the corresponding core into the top slot of the gate device.
Time Travel
Credit for the screenshot goes to Mr. Walter Binks.
The Time Module allows you to travel in time similar to the car. It will spawn you on a random location around Pine Island.
For that you will dial via PLC codes a date. Go to the files tab and create a new file with the .eee extension.
//First you need to stand close to the gate and execute this method gateconnect //Afterwards you can put a wait of about 5 seconds after which the gate should be connected to the PLC wait 5 //then call the dialmethod, in this case a time module is dialing to the year 2014 dialgate "101020141200"
Once it dialed enter the gate! In order to return merely call this method, if time traveling.
recallgate
This will spawn another wormhole in your general area. Only after you used the gate for time travel.
Space Travel
If you inserted the space core, you the dial takes 5 digits to pin point a specific address to a system. The gate targets places in the ape head cluster as this is where Mim took off to build his space gates.
Each planet is unique, and harbors dangers not yet seen in No Time. You will need a special suit to survive the environments.
If you are at the Epilogue Stage of the story, there is a blue print on top of the Pine Lake Bank which will help you out further. This special suit will make you fit for the most harsh environments. And it even has its own AI speaker system! Plus it makes you more resilient against damage of any kind!
Credit goes to Sarantos for the screenshot!
Credit to 7jw for the screenshot.
Enjoy the Exploration and expect more for it to come in future updates as the gate will play an integral part in the Epilogue Quest (Inofficially ACT 4)
I will now commit to more research in regards to working out car mods as the next update if possible. It entirely depends on how hard it will be to implement.
Enjoy this update and God bless!
August 22nd 0.775
Added Dimension Gates
Added the time and space unit/cores
Added procedural planet levels
Added Dimension Gate Time Travel
Added water sink respawn for the car
Added mining ore depletion (gets respawned after time traveling)
Added camera jerking from taking damage
Added Mim Bot
Added the Exo Suit
Added Oxygen Bottle
Rewrote the church part at the base of actions quest, to include a young Michael
Animals now cannot attack you if inside the car, however they can damage the car itself
Translated the fragment tracker
Translated Mims Epilogue Note
Fixed the natural reserve park from having air under water
Fixed more typos
Fixed animation issues for kneeling in the church as well as the bandit boss in 1795
Fixed the weird animation at church where people would be looking at their hands
Fixed the music from being still audible after setting it to zero
Fixes to the itemload method
Fixed the inverted view when time traveling in 3rd person
Fixed the inversion of the view during exiting or entering the car
Fixed the cinematic bars during the sneak towards the AI Base in ACT III
Fixed the fragment checker
Fixed the flipped labeling of car and ride in the menu controls setup
Fixed your past selves from always looking east when standing still
Banned Mim to the Ape Head Cluster
V0.77 | AQUATIC UPDATE | World Content!
Hello fellow players!
These last two weeks I've been working quite hard on adding as much unique content to the world as well as new features to the game as was possible.
Pine Islands oceans are now filled with all sorts of marine life! To help you in your exploration of the underseas you should use the diving gear, now available at the 6/12 store!
What the this island nation really was lacking is some bird life! Given this game plays on the oceans, sea gulls are now a thing so hide your food! There are ravens in ravenholly as well as occasionally some eagles high up in the sky.
There are a number of new places littered across the map for you to discover. A mining village or these radio obsevatory stations are a few examples! Try out the ramp at the south part of Pine Island.
Depending on the time of year and day you can have a heat wave effect in some hotter areas as well as during a hot and cear day.
On the Discord Server, there was a new form of annual event. Players would submit their own creations and in this case, with their full permission and credit, the winner would have his version of the Pine Lake State flag posted in the game.
This here is the original flag that has been added this update.
Here is the winners flag made by (Sarantos) Σαράντος, which acts as an earlier version before byroad and fisher bay joined after the cow wars.
Another winner is Szogun1980, whos flag was incorperated as cave painting and emblem of the natives.
Below are some more honorable mentions. By Erombur(Walter Binks) from Discord By Ralage By Laxbum25
Thank you everyone for participating and I hope you are excited for the next round of player submitions this August!
The changelog can be viewed in full below as always, there's alot.
Cheers and God bless -Erathor
July 29th 0.77
Added the raven bird
Added the seagull bird
Added the eagle bird
Added the jello fish
Added the star fish
Added collision damage to animals
Added chunk based underwater foliage spawning
Added a crafting recipe for med kits
Added sea shells
Added sea shell detail on beaches
Added Owens plains radio observatory
Added some more radio dishes to the root island
Added the pine island state flag to pine lake and cape dun
Added a caldera to the side of Mount Uroruh
Added the predator bird
Added month based temperature fluctuations to the reactor
Added occasional midnight to morning fog particles
Added billies lake
Added used status bars of items inside boxes
Added the time speeder
Added trick or treating
Added diving gear
Added Dun Uroh
Added construction stages to the tower in ACT II
Added a ramp to roover dam
Revamped wolfs and foxes
Revamped country and highway roads with new textures
Enemy Health displays are now displayed above the item name
Cloud color now adjusts to the background fog
Increased the range at which items are detected by the elevator to be transported, hopefully eliminating the bug where items dont get transported
Fixed the animal spawning
Fixed some typos on the sky lane signs
Fixed npcs other than citizen from giving holiday and other remarks (vikings speaking English in that case)
Fixed the bug which locked you inside the bank after talking to Westwood inside the vault
Fixed Crimsons basement computer, which would teleport you into the backrooms after leaving
Fixes to the Accordion Man Quest
Fixed the bug where in Edward could appear at the Auroras meeting place before he knew
Fixed the bugged water leveling system and replaced it with a new one, which is non trigger based
Fixed the bugged car parenting, items would for instance continue to be parented or float without gravity even after taken out of the car
Fixed the pirates life cave lighting
Fixed the issue where npcs on horses would walk into infinity if youre also on horse and talking to them
p1
Added a heat wave effect
Added underwater wobble effect
Fixed the Accordion Man softlock and mountain blocking the path underground
Fixed some typos
Fixes to the Accordion Man Quest
p2
Rebalanced the camera of the 3rd person drive mode to be not based on the cars vertical rotation
Fixed even more typos and misplaces texts thanks to Ralagae's reports
Fixed some celestial shader update issues (planets invisible at nights for instance)
p3
Fixed selling items to people being rewarded with singular dollars or shillings
Fixed the broken npc spawning
Fixed the missing terrain collision after switching from Gamma to Alpha via timeline chips
July 15th 0.76 || Musical instruments! || Special Food Effects! & Safe House Obj
Hello fellow players!
The recent fifteen days I've added quite a few things that would amount to a new update!
Credit goes to fire_phoenix for the thumbnail background picture.
Food Effects!
Almost every item has now one or two kinds of special effects on the player character. Be it caffeine, sugar or radiation, everything can be now viewed under the stats bar in the PLC!
Musical Instruments
A big part of this update is the inclusion of the ability to play the piano and drums! You can map the custom key binds in the controls menu. Piano goes from the third to the fifth octave.
I am also aiming for npcs to be able to play custom midi files in future updates.
Safe house World Items
Several Items in the No Time world can now be spotted (unlocked) and then bought at Nazonos flying ship at your safe house, given that he's currently got it in stock! This includes also the new instruments.
As per usual the full changelog can be viewed below.
Thank you for your time and God bless! -Erathor
July 15th 0.76
-Added forced single thread mode
-Added Food Effects
-Added drums as a music instrument
-Added the Piano as a music instrument
-Added more safe house objects including instruments
-Added the juke box
-Special Safe House Objects are now unlockable by spotting them on pine island
-Rewrote the radiation effects, which start with slight sickness due to radiation poisoning after 15 percent
Few minor edits like a stage for the safe house keeper to play music on
The Junkyard in the gamma time line is no ruined
Localised missing translation of a part of the first encounter with Crimson in ACT II in during the Tower quest
Fixed the random combat triggering
Fixed any override from being able to be inserted into the car after it has been moved out by Bill the Mechanic
Fixed missing key bindings from being not applied
Fixed the inability to save in the safe house
Fixed the ability of getting the timeline chips before the end of the main story
Fixed a bug where in Edward would chase down citizen in the ACT II city
Fixed the mansion explosion bug, where in you could die after the mansion has already kaboomed
Fixed the goblet from the Viking Quest from appearing before the quest
Fixed held items from blocking the player whilst walking
Fixed the arcade
Fixed the missing lamp in the sewer during ACT II
Fixed a missing refresh event which happens at time when trading with the safe house trader p1
Added a political world map to the schools class room
Fixed the gun jittering when moving around
Fixed the misplaced names on some of the safe house objects
I've spent the past few days working on this months second mini update, which has a few new and pretty cool key features in it!
I am sure you will have as much fun playing with the new in game tools as I had working on them!
You are now able to customise your safe house in various ways!
At times a trader approaches your safe house. He is the main source of safe house customisation!
You have to pay him in gold however, so safe house related things are definitely aimed towards mid to late game as you earned enough gold ^^
(I suggest making use of the inflated gold price in the future)
After purchasing an item you can access it from your home inventory. By toggling the building mode you will be able to place it!
You can also make your safe house switch environments, which costs a bit more. You will have reenter the safehouse during time travel in order for the change to take effect. I personally like the sider cove environment the most. It is a supposed location to the south of Pine Island.
You can now simply touch the barrier surrounding your safe house in order to return to the main pine island world!
More of that sort along with more furniture and unlockable objects are coming in future updates!
Hope you enjoy, God bless! -Erathor
June 30th 0.75
Added Safe House Customisation along with new custom environments
Added the spider cove entry into the geography book
Added automatic Safe House exit after crossing the safe house border
Localised the Yebay station
Made the Safe House Blueprint available from ACT I onwards after you unlock the hover mode
Graphical revamps to shelfs
Fixed some of the street lod texturing
Fixed the safe house quest
Fixed some more grammar mistakes with the help of OPA
V0.745 || OBSERVATORY; World Content Update; Poopy Pants Daycare!
Hello fellow players! This part one of an update, which I originally wanted to release as one chunk.
The theme of this update and the next one is all about world content.
The observatory and Athor Estate. Fredich's Estate got a face lift, he now has his own manor and an observatory up on the hill. You can visit and use it if you got the Athor Estate key! Fredich also has a Daycycle now so you will see him go to bed during the night.
Junk n Inventions dealer Teddy. You can sell Teddy most of your inventions at his stand underneath bridge town. He also sells you components or metal parts if need be for a lower price.
The Island also has a Junk Yard now so if you are in need of spare parts you could look there, how ever scavanging at the junk yard may become a bit more dangerous in the coming update.
I've implemented a new window material shader which is supposed to fake interiors inside buildings. The city lamps also received a similar revamp.
Another addition is a proper map marker system. You hover over them and they reveal the names, which in turn aids in making the map less cluttered with having all the names displayed at the same time. The map marker symbols can be also modded as they are accessable from the texture file system.
Recently someone big has played the game again so I welcome all new players to the game! The streamer in question was called Jerma, so I ended up making him a thank you plush toy which can be bought at the 6/12!