Hello fellow players!
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
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. Andr 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
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
(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 Mm. 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 Andr 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
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
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 voil!
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 MM's base Du Utu, with a first confrontation of the evil doer.
(Hover over black spoiler for image) [spoiler]
[/spoiler]
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
Hello fellow players.
I had players reporting an increase in performance drop for some over time as they played on one save file, which turned out to be due to redundant copies of items caused by your past self taking an item back to its inventory.
It should be fixed now and the redundant items will be removed out of your save file. If you encountered this issue, save and load your save a couple times so it can cycle through your inventory and remove the fake copies. This will work by the game checking if the item is in its box position, and later checking if it is not attached to any box in game.
Below are more patches that were made throughout the weeks after the update.
Have fun in No Time and God bless!
-
p1
- Fixed the police cars from not spawning prior to 2036
- Fixed the remote or controller items from not having a use f hint
- Fixed the shopping alarm from not triggering
- Fixed the back button from not triggering when interacting with the trade menu
- Fixed the UI hints for the save system p2
- Disabled auto hover realignment by default
- Fixed the scope from retaining its label which renders on top of the other canvas when trying to scope for planets
- Fixed a technical mischaracterization of the full discharge chip (its series capacitor discharge not parallel)
- Fixed the occasional disapperaing of the car in new game prologue p3
- Added interaction lines to the orrery (solar system model in cape dun)
- Fixed the bug where notes would not give the flip page hint
- Fixed the computer at the beginning of the prologue p4
- Fixed the broken uranium ore trigger in Athor's estate mine
- Fixed the holo map placement for the safe house
- Fixed the wrong naming for the Barracks Master in Cape Dun next update
- Fixed the remote control from not working
- Fixed the trader from not removing your item from the list to be bought if you took it away p5
- Fixed the issue where rebinding a keyboard button to null would not make it empty until reloading the game p6
- Added Gamepad Input as an Option in the controls settings
- (so that people with controllers that trigger it constantly by accident can be deactivated)
- Fixed entry logs in the 1989 Manhofer Facility
- Fixed the missing German translation for eds message from 300bc
- Fixed the inventory display when loading in a save with a held item
- Fixed the byroad tavern from being called a saloon before 1840
- Fixed the heating plate on Edward's kitchen place from creating too much heat temperature
- Fixed the ark charger inside the lightning gap in Mim's bases
- Fixed the bug which would make enemies retain their big collision boxes, unable to pass them in close corridors
- Fixed the wheel physics below 40 fps
- Fixed the Pirates Quest
- Fixed the bug where Npc's would be unable to punch feral animals
- Fixed a bug which would make redundant duplicate items inside boxes and removed the lag issue caused from this by deleteing the redundant items
Hello fellow players!
I've been spending the past month working on ACT 4 whilst doing some content on the side!
Gamepad Support for XBOX One & 360
No Time finally has some working game pad support, albeit only for xbox one / 360 for now!
Just plug in your x box controller and map it to your liking as well! I have labeled the game as partial support for now as sandbox and the mod menu are not supported.
The Cinema
There are two cinemas now on Pine Island!
One is next to the book store in Pine Lake, the other is a drive in open air cinema next to the meadery in Fisher Bay! This one is only active during night time but is free of charge!
Currently the cinema has two public domain short films. If you have suggestions for more films that I can add, comment them below! :) If you only hear music playing, wait a while the movie will start shortly as the movies are being played on a 2 hour basis with fill ins in between.
Explosive Barrels
I've scattered these explosive barrels all over No Time! They do damage if shot at to nearby enemies, or even yourself!
Procedural Space Baces & ACT4
Space has new places to explore! A new base generation system has been created in preparation for ACT 4!
New Robots
You will find new robots scattered across the future of Pine Island and even Mm's bases in space. They fulfill several duties. Some are for protection, others simply for cleaning floors and eating up trash items! Some of these new bases will contain interesting secrets and new weapon upgrades! [previewyoutube=ZVjxfVLM6jc;full][/previewyoutube]
Currently I am in the stage of setting up the raid on DU UTU itself, having prepared the leading up quest to it (including the procedural mim bases, which will also be used for ACT 4). Development may still take some time, as anything that takes great care. But the completion of it is in sight! Enjoy the Update, God bless!
January 24h V0.94 -Added partial controller support for XBox One (PS4 Controllers once i got one myself to do the testing with) -Added a cinema to pine lake from 1928-2026 -Added a drive in cinema to owens desert (active from 1935-2026) -Added destructible robots around pine islands future, which do chores and other things -Added new procedural space bases with the new mim capacitors and lightning barrel as items to be looted -Added explosive canisters which can knock out enemies -Added an info text of the rules to the hacking mini game at the start -Added an auto repair for the hacking port if you get thrown out of the system -Added a spawn for the time travel manual into Edwards cellar -Added stables to cape dun -Added Edwards plasma stunner prototype to the prologue as a secret weapon in a tresor next to the flood gate button (it is short range and weak but a possible first weapon before the EPA) -Added the boss health heart to all enemies with a health of above 40 -Added a frying sensor to the safehouse kitchen object -Added the "josh bird" plushy replaced it with the old monster plushy -Revamped the exo suits look -Lowered the exo suit robo voice volume -Increased the radiation trigger whilst for in car driving giving you a better protection from hazardous materials -Revamped the fusion cell look -Split the ore Athors uranium mine into seperate objects -Corrected the faulty longitude latitude numbers on the map view -Soda perfect and 2can now lasts for ever -Fixes to the item events system (guns not firing and other events like item holding not triggering also for Multiplayer) -Fixed dropping items out of boxes from being not recorded in time -Fixed the german translation for the kitchen safehouse object -Fixed the vikings texturing -Fixed the weird Sky artifacts on Pine Island and missing stars in the ape head cluster -Fixed the light cones at the Aurora -Fixed the open locker which should be password protected in the Aurora -Fixed the pirate quest givers from being attacked by other pirates if they turn on you -Fixed the HVD guide from stating "setup.eee" instead of "startup.eee" -Fixed the skid car sound from not playing -Fixed the characters collider from fighting with held items -Fixed the floating Edward at the start of the last stage quest -Fixed the missing shut down sound after destroying the ai tank in diverting actions -Fixed the foggy scenery when jason looks down at the fleet of ships, making them not visible to the player -Fixed enemies being able to punch you through walls -Fixed items from falling out of the car upon loading the game from a save p1 -Fixed the police cars from not spawning prior to 2036 -Fixed the remote or controller items from not having a use f hint -Fixed the shopping alarm from not triggering -Fixed the back button from not triggering when interacting with the trade menu -Fixed the ui hints for the save system p2 -disabled auto hover reallignment by default -fixed the scope from retaining its label which renders on top of the other canvas when trying to scope for planets -Fixed a technical mischaracterisation of the full discharge chip (its series capacitor discharge not parallel) -Fixed the occasional disapperaing of the car in new game prologue p3 -Added interaction lines to the orrery (solar system model in cape dun) -Fixed the bug where notes would not give the flip page hint -Fixed the computer at the beginning of the prologue p4 -Fixed the broken uranium ore trigger in athors estate mine -Fixed the holomap placement for the safehouse -Fixed the wrong naming for the Barracks Master in Cape Dun next update -Fixed the remote control from not working -Fixed the trader from not removing your item from the list to be bought if you took it away
Hello fellow players There has been a bug in the Thunderous Matters quest which would prevent players from continuing the quest after the machine exploded. I have switched No Time from Unity 5.35 to 5.6 last week. It is not as big a change as it is really just a patched Engine version so it required little testing to figure out if all was working. (Thanks to Davesoft for the helping hand during the tests) Here are the notes for the past patches. God bless and enjoy the game -Erathor
-
p1
- Fixed the star scope holding
- Fixed the missing persons holding
- Fixed item scrolling for scope items when in use
- Fixed the spam on the right click hold for zooming
- Fixed 3rd person positioning of items p2
- Fixed the Plc whilst sitting
- Fixed sitting on the piano
- Fixed typos in the soda quest & book
- Fixed the Act2 logs print item hand placement
- Fixed two bugs where in items like lamps would be held downwards instead of forward
- Fixed several items from behaving weird when triggering the f button p3
- Added a compass tooltip for the first quests of act 1
- Added a Screen Display Dropdown to the Graphics Options
- Added also a trigger to inserting items into the sir atom and the recycle station
- Removed the requirement for the facility key for the back doors
- Fixed items bugging under tables when dropping them
- Fixed the epa aim needle from being off
- Your PLC will now select the current quest if an update happened on it
- Fixed the issue which would block your mouse interaction in menus at times
- Fixed a bug which caused players to miss the return trigger for the car if using a bed
- Fixed the broken pistol block from not triggering
- Fixed the items from punching when holding them
- Fixed the holding of the 300bc note from Edward
- Fixed throwing
- Fixed the loud crows
- Fixed using the scope if running
- Fixed mrs bakers lying on the floor at the christmasmarket post 1950
- Fixed the binoculars from floating above the hand
- Fixed the missing hats on the wild west monument
- Fixed the unlocking of map markers even if the buildings are not present at that time
- Fixed some borken elements from not connecting in the hacking module p4
- Updated the Unity Engine Version from 5.3.4 to 5.6 (Which includes some engine stability patches etc.)
- Fixed Performance issues from the time events script (gets now called every 10th frame instead of every frame)
- Fixed the lightning epa
- Fixed the weird missing head when going into hacking mode
- Fixed burgers and fries from cooking too quick
- Fixed several books from being too big when held in hand
- Fixed the turret bots from the core sequence from not being easy to be placed
- Fixed the Taxi suits weird vertex displacements when holding items
- Fixed the issue of being unable to rebind keys in the start menu
Hello fellow players!
To start off this new year you get a new update!
FPS Body
[previewyoutube=dkwfA3wBiQU;full][/previewyoutube]
You have HANDS! You have LEGS! Finally the player is not a ghost anymore!
Along with it comes now a more player friendly item handling! You can also insert fuel cells and the like into slots by pressing the interaction button instead of having to hover the item over it.
"What about the scroll wheel controls?" I hear you ask ask. It still is in tact plus holding middle mouse button lets you now rotate your items!
Now if you don't like this new visible body addition you can still set the option in the Gameplay Menu off, this will make your body only render shadows in fps mode.
Help the soda maniac with his peculiar request in Pine City 2055!
Soda Perfect has got a new look and has many new flavors!
Your PLC now has a little VU needle on top and your date time glows blue to help you check if you are in the right quest time.
THE TIME TRAVEL MANUAL & NEW BOOK LOOKS
New players will have Edwards Time Travel Book spawn in their car, which should help them get a grasp of some of the rules and features of the time machine and time travel!
Most books have now a custom and unique design to differentiate them from another!
Byroad is a desert, so it got some mini vortexes and tumble weed!
I hope you like this new update, God bless! -Erathor
January 11th V0.935
- Added the optional fps body with fixed animations and better item handling
- Added limykiwi and the original 1800s soda perfect
- Added soda perfect whiskey
- Added whiskey shots
- Added a hint that you need to mash mouse button to lift weights
- Added a quest time check to the plc making it easier for new players to see if they are in the right quest time
- Added tumble weed and little vortexes that spawn around byroad
- Added the time travel guide by E.R. Athor to the car when a new game starts
- Added the temperature based post processing option into the graphics menu (cold vignette heat wave etc)
- Beds now cure muscle pain and illness
- Revamped the books exterior looks
- Revamped all Soda Perfect Bottles
- Revamped the burgers visuals
- Fixed the Junkyards model from mixing with the gamma timeline model
- Fixed the pepperoni spamming for the pizza job
- Fixed ray-casting issues of the item interaction due to the characters collision coming in the way
- Fixed the never ending spawning of meaty beetles in the 33 ad cave, creating an ocean of meaty beetles dropping from the ceiling. x_x
- Fixed various level bugs of Computer misplacement and a bad computer entry in crimsons mansion ug computer
- Fixed the bug where you could switch to an item whilst lifting weights
- Fixed a bug where loading another save file with time speeder/ slower active would not reset the speed value p1
- Fixed the star scope holding
- Fixed the missing persons holding
- Fixed item scrolling for scope items when in use
- Fixed the spam on the right click hold for zooming
- Fixed 3rd person positioning of items p2
- Fixed the plc whilst sitting
- Fixed sitting on the piano
- Fixed typos in the soda quest & book
- Fixed the Act2 logs print item hand placement
- Fixed two bugs where in items like lamps would be held downwards instead of forward
Hello fellow players.
Here is the log for the past patches!
I hope you had a good and blessed Christmas time!
Along with the last patches came a few smaller additions ^^
You will find vending machines in times after the 1950s, find em all and bring them to your safe house!
Pine City 2050 has street signs! Check em out as each one is different!
I wish you a great start into the new year! God bless!
-Erathor
-
p1
- Fixed the oversized burger cheese
- Fixed Pizza Athor from being the Pizza Master
- Fixed the kitchen from being unspawnable
- Fixed the navmeshing on the Muscle Hut p2
- Added street signs to pine cities skyline
- Fixed the bug which would prevent players from having new crafty recipes on old sandbox saves
- Fixed the cash register from displaying dollar symbols as currency post 2040
- Fixed some of the birds low ground flying
- Fixed the medieval guards exploded look p3
- Snow now makes everything outside a bit more muffled
- Fixed the rain sounds during snow fall
- Fixed the lightning strikes after traveling to a clear date
- Fixed the chocolate pizza from turning to ash
- Fixed the item events from not happening in multiplayer
- Fixed the broken item event handler
- Fixed the bug with which other players in multiplayer could not see your buffness p4
- Added several different vending machines to modern periods
- Added the vending machines as safehouse objects
- Added a Medipack to the auroras captain quarter
- Added a note if you get into prison where the guard tells you that your car has been moved
- Fixed the achievement triggers from not firing
- Fixed quest essential tracker items from being wiped during time shifts
- Fixed the flipped future train wagons doors
- Fixed an issue where open doors would hinder Npcs
- Fixed potentially the issue where buttons are non clickable
Hello fellow players!
In the advent of Christmas I made a huge update to end of this year off. I hope you liked the content, which was added these past twelve months. It was certainly one kind of a ride.
PIZZA
Return to Pizza Athor's timeline!
His basement is full of mysteries to be explored.
Behold the pizza job has finally been revamped! Certain code issues have been fixed and the overall workflow is now nicer to behold. Along with it comes a new pizza recipe!
Pine City has now a pizza parlor! Make sure to pay it a visit! You may find a familiar face there, or maybe not... depends on the timeline you're in.
BUFF PLAYER
Get buff in the local Fisherbay Gym!
Being buff will give you an advantage in many fields, increased movement speed and jumping!
Or one hitting enemies!
Don't overeat on sugary goodness though, there are no real positives to that.
COMPUTER OVERRIDE
Computers now sport a new and revamped look!
Certain computers have been used throughout the story as password terminals.
You will now be able to circumvent this by rerouting the port to your PLC and executing commands from there!
This new feature has potential for more to be added in a future update! Such as more unlockable side advancements!
SMART MEATY BEETLES
Meaty Beetles now walk on walls and ceilings, watch your head!
I am currently starting my work on ACT 4, which will happen in steps. Meaning while I am working on the story, features that come along with it will be made public to bridge the gap in between content phases.
Let's remind ourselves that in advent of Christmas we anticipate the birthday of Jesus Christ who is the light of our universe! With that in mind I wish you a happy and good advent time and blessed Christmas in advance! And If I don't get the chance after, I wish you a blessed and good start into the new year. -Erathor
-
December 11th V0.93
- Added a hand crank (so you can manually charge the generator in cases of emergencies)
- Added player fat,muscle and athletics
- Added training equipment & the muscle house which exists from the 1900s
- Added a join and leave function to the Multiplayer Sync Chip
- Added some new behavior to enemy AI, making try and avoid your EPA bullets
- Added the Pizza Module for the EPA
- Added duct tape to repair low health on your car
- Added some post 2027 Gamma Timeline changes
- Added the Christmas Tree safehouse object
- Added a Pizza Parlor to Pine City Future
- Meaty Beetles can now walk on walls
- Renewed and upscaled some of the old item icons
- Revamped the pizza job and added the chocolate pizza recipe
- Revamped player hands (as a base for revamping other Npc's hands later down the line)
- Revamped all Computers looks
- Edited the general crowd sounds at town square
- For now your car will only get hit directly with a lightning rod
- Fixed the Narrator so he does not talk your ears of whilst in pause menu or other menu related things
- Fixed the floating christmas decoration where sandies ice cream store would be in the future
- Fixed the Hot Springs map icon scale
- Fixed the Arcade from not being unlockable
- Fixed it so uppercase input gets set to lower case for the dialing of the space gate
- Fixed the ketchup donut for the cutting room floor
- Fixed the label textures on the low and mid tier caps
- Fixed the game ui from not taking into account the Questlog Key Bind
- Fixed a bug where in entering the car from a leviboard or different ride would get the Car Controls bugged whilst staying on the leviboard
- Fixed the chatbox from popping up when interacting with the computer
- Fixed the epa shooting on its own during the diverting actions quest
- Fixed some of the npc car hydraulics jumping if you have lower framerate
- Fixed young edward in ACT3 from stealing all your stuff when giving him the components for the chip
- Fixed past self cars from hovering mid air if a time wipe gets triggered
- Fixed item entry doubling when picking up an override chip and immediately pressing another inventory slot
- Fixed item entry doubling by picking an item up and immediately switching to another item in the inventory
- Fixed the bug which would make past self cars steal your reactor inside the car if it were to drive through it
- Fixed the bugged random orders of the Npc's often being the same
- p1
- Fixed the oversized burger cheese
- Fixed Pizza Athor from being the Pizza Master
- Fixed the kitchen from being unspawnable
Hello fellow players!
Pizza Athor needs your help! He can't reach that nomination button with his Pizza Accelerator! Make sure to click the nomination button for "Labor of Love" for him!
Whilst I am starting my work on finishing Act 4/ the epilogue, I will make smaller content updates in between!
The coming Christmas Update will allow you to venture back into the pizza timeline, along with the unlocking of a new upgrade for your EPA. My sincere thanks for having been along for the ride for all the years! -God Bless
Hello fellow players.
I was finally able to upload the patch today, with it comes a huge performance patch. Turns out gpu instancing ended up creating more lag than it helped as it interfered with batching.
Enjoy the update :) God bless.
- p3
- Fixed the dial device from not being unlockable p4
- Fixed the ambient color for the sewer base in ACT 2
- Fixed a bug by which the jets in ACT 2 would not target the player
- Fixed the lighthouse start date, pushed it a few years later as the island was not discovered by then
- Fixed the woosh sound when shooting
- Fixed Fredich from not appearing at the mountain October 1st 1795
- Fixed it so your gun does not drop if knocked out (credit to Drift) p5
- Added highlighting hints of the cars interior components to help early players to get a hand of their functions
- Added highlighting for enemy item drops
- Lowered the requirements for the crafting of the multiplayer beacon
- Fixed it so that item events length also triggers a time wipe
- Fixed the performance drop by disabling all gpu instancing on materials and just relying on batching from now on
- Fixed the phased plasma bolt collision check
- Fixed the hunters hut from appearing prior to 1515
- Fixed Fredich's texturing at Fort Dun
- Fixed the wrong texture reference BaseTextures/HouseWall Blue.jpg.jpg
- Fixed bernds smuggler bay from floating in air in 2027 Alpha, moved it instead underground into the sewers
- Fixed the bug wherin you could gift citizen unpurchased items
- Fixed the sun trigger for scopes (eye burn achievement)
- Fixed a performance issue where disks would trigger a frame freeze every few second if they contain big files
- Fixed the bug in ACT3s Diverting Actions which would block you in the sewers if entering them during the AI battle
- Fixed delgados skeleton size in the water cave
- Fixes to house dun quest
- Fixed more typos
[Thumbnail submitted by Nekopheus]
Hello fellow players. I am back from my week long hiatus that was in real life Fort Dun and a new update has been released.
[previewyoutube=T1BDToTxDPs;full][/previewyoutube]
You can now completely customize your basic EPA and flash saber!
Acquire different noble gas types and components that will make your weapon behave differently in air. Hydrogen for instance tends to rise upwards whilst Neon is stable for long distances, Argon drops down
A slightly heavy gas that drops to the ground over distance.
Creates heavy bolts. That drop quickly to the ground.
Hydrogen rises into the air over distance.
Neon is used best for stable distance shots.
By default your epa will draw air and create a plasma arc. That's why basic flash sabers and epa's won't work on the Moon for instance, there is no atmosphere to create an arc. Mars creates a low powered plasma bolt.
You can find different control chips from some enemy drops, capacitors and gas types can be found in stores in modern types.
The repeater allows you to shoot in full automatic mode.
This chip discharges all capacitors into one single shot.
The basic single shot chip that comes with every epa.
Basic Capacitor (Better keep them at low voltages, higher voltages make them explode)
Medium tier cap is able to hold more charge and it's working voltage is higher.
High power cap is best for fully automatic shots.
Basic accelerator coil.
The blunderbuss splits a single bolt into many weaker ones.
The advanced coil speeds up the bolt and makes it faster.
The phased plasma accelerator uses laser tech to focus the plasma bolt into one point perfect quick bolt.
In order to modify your base EPA model head downstairs to Edwards basement and interact with the workbench whilst holding your weapon.
[url=https://clan.cloudflare.steamstatic.com/images/34710162/0b5d98d93debb4385c7cb01bc4f0d9511468c157.png]
Scopes allow you to zoom in on your target.
Meaty Beetles inhabit Pine Island! They can be found all over the place and are pretty peaceful and also nutritious. Though I doubt anyone would actually want to eat them...
...Unless you are living in 300BC! In the old forest city you will find a "delicious" recipe for Meaty Beetle Stew!
Now your safehouse will be able to have the dialing panel, making it easier to use your own Space Gate
I focused more heavily on bug fixing this update and this month I will focus more on completing ACT 4. The finished story script is ready to be put into action :)
If you liked the updates I've been handing out this year, give it your voice for the Steam Awards and enjoy the update!
[Thumbnail by Nekopheus]
God bless -Erathor
October 29th V0.92
- Added Workbench
- Added Craft Station
- Added Flash Saber Modification *Gas Type
- Added EPA Modification *Capacitors and Gas Types *Weapon chips *Added weapon barrels and other extensions
- Fixed the bug that will allow you to double sell your gold at the bank
- Fixed the broken Thunderous Matters quest from spawning infinite money bags p1
- Fixed the man agent from spawning in the wrong era up there in act 2s tower or 2050
- Fixed the flashlight from not appearing in your second hand
- Fixed the planet descriptions for epa aiming from appearing
- Fixed the missing storms p2
- Added Meaty Beetles
- Added Meaty Beetle Stew to the 300 BC Old Forest City
- Added the hint that you can hold tab to open the new inventory circle at the tutorial
- Added the workbench and kitchen and the Gate Dial Panel as safe house objects
- Made V-Sync and option as the game could perform better on some monitors without it being on
- Did a couple graphical performance fixes by also reanabling dynamic batching
- Air won't fire now on the moons surface as there won't be no air, different air produces different colored plasma
- Fixed the car aiming of weapons
- Fixed the weapon aiming from being off center (Thanks to Neko for the report)
- Fixed the fact that the car could glide over the caldera in bc dates
- Fixed the scope texture for the scope aiming
- Fixed CCORP's sign in AREA 1 from having no collision
- Fixed the crafting of hvd time chips from being broken
- Fixed more typos p3
- Fixed the dial device from not being unlockable
Hello fellow players, here are the patches listed since the last announcement. [url=https://store.steampowered.com/news/app/1043340/view/6591639331845943822?l=english]Link the the UPDATE post Enjoy the game and God bless!
-
p2
- 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 p5
- Added SSAO
- Moved out the wheels a bit more so they don't look so tucked into the car
- Modified the cars door model a bit
- Made some alterations in the code so hopefully player with lower frames don''t get hazard when moving with the car11
- Fixed some more typos
- Fixed the taxi costume texture for past selves
- Improved some of the Quest Description for Mansion Crimson p6
- Fixed the missing description for bounties, as to where to drop them off
- Fixed the small amount of citizen spawns in byroad before 1900
- Fixed a bug in act 3 where in you would be stuck in mouse mode view at the beginning of the game p7
- Fixed a bug which would spawn endless droves of bullets during the Diverting Actions Quest in the AI base
- Added weapon aiming
- Revamped the EPA visuals p8
- Fixed more typos
- Fixed the flash lights looks
- Fixed clouds from not appearing in the sky
- Fixed glass items from respawning if crashed to the ground
- Fixed dropped items from not spawning anymore if traveling back to the same date in time
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.
>>>Here is a guide on how to get started!<<<
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)
- *Emotes (Hello, Yes/No, Sobbing, Sitting, Dancing, ...)
- *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
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
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
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
No Time
Lost in Days Studio
Lost in Days Studio
2019-04-14
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
https://lostindays.wordpress.com/2021/12/15/no-time-2018-2022/
https://store.steampowered.com/app/1043340 
Explore all possible time periods on Pine Island, each with their own stories, and myths and quests to explore!
Stalk your past selves, or do a race against them. Watch out for the mysterious Time Agents, as they search for any hint of you in the past in order to take you out! Help out your buddy Edward in his scientific affairs!
This is THE Time Travel Simulator. A nice mix of simulator, story and action, "No Time" takes you on a trip through time. Just type any date from 1 AD onward!
Above all make sure to avoid yourself and not to behave out of place in the past!
Main Features:
Stalk your past selves in time!
An open world that changes based on the time period.
Let your Steam Friends join you and travel together through time in P2P Multiplayer!
Procedural Family trees, NPC's marry, have children, die, can become criminals based on the economic situation of the year you travel to.
A Full-fledged Day and Night cycle with weather and seasons and special in world events!
Crafting! (Make crazy weapons or time chips to travel to special locations in time)
A main story with up to 12 hours of playtime!
Many exciting side stories and mini jobs!
Your own time machine which can be modified to your liking! (Workshop Support Included)
- Processor: Intel Core i5-3230M 2.6Ghz or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GT 710M or equivalent. Minimum of 512MB VRAM
- Storage: 2 GB available space
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