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V 0.945 | Jet Packs & Fishing! | ACT 4 News

[h2]Hello fellow players!
[/h2]

[h3]It's been a while, I am back from my little hiatus which was back at the real world Fort Dun counterpart![/h3]



[h3]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.[/h3]

[h2]The Fishing Rod[/h2]


[h3]Fishing rods work now![/h3]


[h3]There are several types of fish now for salt and fresh water alike in different sizes![/h3]
[h3]They can be sold for a specific prizes based on fish type and size![/h3]


[h3]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![/h3]


[h3]A bit of patience, and voilà![/h3]


[h3]Patience is key! Sometimes all you get is an old branch or empty 2Can Soda![/h3]


Submition by Laxbum25


Submition by Oliver

[h2]Exo Suit and Leviboard Extensions
[/h2]


[h3]You can now customize your Exo Suit and Leviboard to your liking including custom coloring![/h3]


[h3]You can add the jet extension to both items! (This removes the jetboard effectively as a craftible item)[/h3]


[h3]You can pack on some heavy armor plating onto your Exo Suit for extra Beefiness/ Strength during melee combat![/h3]


[h3]Want to be a personal Shield Generator, pretty easy![/h3]

[h3]
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[/h3]


[h3]If your power is null, your suit will become sluggish and you won't be able to move at full speed![/h3]


[h3]You can toggle your hat/ helmet for every costume by pressing 'O'[/h3]


[h3]You can toggle the exo suit lights by pressing 'L'[/h3]

[h2]ACT 4 News[/h2]

[h3]Before my hiatus I have reached MÎM's base Du Utu, with a first confrontation of the evil doer.[/h3]
(Hover over black spoiler for image)



[h3]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.[/h3]

[h3]Not counting the load of testing and potential voice work for new Narrator lines.[/h3]

[h3]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.[/h3]

[h3]Enjoy the update![/h3]
[h3]
God bless
-Erathor[/h3]



    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

Patch Notes 0.94p6 | IMPORTANT PERFORMANCE FIX

[h2]Hello fellow players.
[/h2]
[h3]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.[/h3]

[h3]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.[/h3]

[h3]Below are more patches that were made throughout the weeks after the update.[/h3]
[h3]
Have fun in No Time and God bless![/h3]


    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

V 0.94 Cinema | Xbox Gamepad Support | Act 4 News

[h2]Hello fellow players!
[/h2]
I've been spending the past month working on ACT 4 whilst doing some content on the side!
[h3]
Gamepad Support for XBOX One & 360[/h3]

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.



[h3]The Cinema[/h3]
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.


[h3]Explosive Barrels[/h3]
I've scattered these explosive barrels all over No Time!
They do damage if shot at to nearby enemies, or even yourself!



[h3]
Procedural Space Baces & ACT4[/h3]


Space has new places to explore! A new base generation system has been created in preparation for ACT 4!



[h3]New Robots[/h3]



You will find new robots scattered across the future of Pine Island and even Mîm'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][/previewyoutube]
[h3]
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![/h3]

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

0.935 Patch Notes | Game Engine Update | THUNDEROUS MATTERS FIX

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

V 0.935 | FPS BODY

[h2]Hello fellow players![/h2]

[h3]To start off this new year you get a new update![/h3]

[h2]FPS Body[/h2]

[previewyoutube][/previewyoutube]
[h3]You have HANDS! You have LEGS! Finally the player is not a ghost anymore![/h3]


[h3]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.[/h3]


[h3]
"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![/h3]


[h3]
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.[/h3]


[h3]Help the soda maniac with his peculiar request in Pine City 2055![/h3]


[h3]Soda Perfect has got a new look and has many new flavors![/h3]


[h3]
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.[/h3]

[h2]THE TIME TRAVEL MANUAL & NEW BOOK LOOKS[/h2]


[h3]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![/h3]


[h3]Most books have now a custom and unique design to differentiate them from another![/h3]


[h3]
Byroad is a desert, so it got some mini vortexes and tumble weed![/h3]
[h3]

I hope you like this new update, God bless!
-Erathor
[/h3]

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