Animal Taming | BC Travel (Late Game) | Accurate Solar System!
Hello fellow players!
I've been chiseling away at this update for a while now.
I've been chiseling away at this update for a while now.
[h2]
PET ANIMALS[/h2]

One of the earliest requested features is now finally a reality.

Now you can turn almost any animal into a pet, you either have to make it like you or you beat it up till two hearts remain!
[previewyoutube][/previewyoutube]
Then throw a pet capsule at it and voila, it's yours! You have to take care of it however and feed it regularly, or it will grow weary of you.
Each animal has something that it really likes. If you find that item, it will be easier for it to get to like you. In turn if it likes you, you can pet it.
The more it likes you the more likely it will be to help you in combat or follow you immediately.
The first case being dependent on the animal type of course.
[h2]TRAVEL TO BC YEARS!
[/h2]
If you are in Late Game (Post ACT III) or in Sandbox, you will get the ability to travel to BC Dates!
If you're in story mode and got to the point, where Edward gives you a treatment of exposition in the safe house, head back to him and he will hand you a blueprint for "HVD Chips"
1# Get an hvd, inside it you have to write a "startup.eee" file with the first line being
overridedate -101215001200
(This will send you to 1500 BC, removing the minus will send you to 1500 AD)
The command parameter works just like the cars date input mmddyyyyhhmm
2# If you want to know what dates are able to be traveled to you can execute the timegraph command in the command shell, simply write timegraph
3# Save and eject the diskette once done, then craft the HVD chip (That you got from Edward in Epilogue) to make your custom chip!

TLDR This is what you got to do.
[previewyoutube][/previewyoutube]
[h2]NEW TIME PERIODS!
[/h2]

You will find the great underground city of Uroruh populated.
The two cities (Including the Old Forest one) Have now traders which use ancient coins as currency.


There was a little ice age on Pine Island after the cataclysm.

Back then Pine Island was still lush and green. Something is strange about the air though.

[h2]
HVD's and other things![/h2]
HVD's are the diskettes of the future! They allow you to store stuff on them. You can copy and paste files and set a label on them, so they get a custom name!
There is a button now which prompts you directly into the command shell!
This new update also allow you to make first graphical operations and inputs!
[previewyoutube][/previewyoutube]
The example code is in the video description!

[h2]MORE ACCURATE SOLAR SYSTEM![/h2]
The planet's in the sky should now behave more realistically. Meaning their paths and positions in the sky are being calculated according to their orbit time in real life.
To test this I was comparing it to something that happened this month in terms of planetary alignments!
March 10th you were able to see Venus and Jupiter close to each other in the evening sky.

Now this is how it looks in game!


It is real time, based on the date you are currently in.

There is even more stuff that was added, so I highly recommend you check out the change log!
I will rest now for a while ^^
Enjoy the update and God bless!
[h3]March 24th V0.83[/h3]
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Added an accurate night sky solar system
Added a working solar system model for the Cape Dun park after 1930
Added pet capsules and various features involving all kinds of animals, being able to tame and interact as well as feed them
Added working HVDs (floppy disks) for data storage
Added the file commands to the PLC File CMD
setlabel ""; delete ""; copy ""; paste; create ""; rename "", "" and edit ""; cd "" to move between disk and plcs main drive
readfile ""; writeline "", 0; countlines ": readkey (waints and returns any input key);
find "" (if it returns -1 then it could not find the file)
Added time machine commands for the car
Added the ability to create custom time chips after you go to Edward at the end of Epilogue Part II
Added a cmd button on the top left corner of the file managment section in the plc
Added a hatch door to make the surprise capture in the end of ACT III work, some fixes for that sequence
Added the ancient coins currency
Added a hunter to the old forest city in the bc era
Added the ancient city underneath uroruh 1000 bc which will later become abandoned after 1 bc
Added the wholly mammoth, can be found 4000-1000 bc
Added a military billboard made by LUNI to the 40s of pine island
Added a new loading screen object (Agent hint about them dropping uranium)
Added a translucent shader effect to some objects like ice, honey comb and crystals
Added the noir vibe effect for 1923 (Black and White color filter)
Added the Arachnophobia Option
Revamped the campfire
Adjusted the moon phases to be accurate to the real world
Adjusted the milky way texture to be more accurate to the alignment in the real sky
Made the PLC exec feedback instant to allow for future game draw programs to be more responsive
Items can now have alternate naming based on your input (box names, hvds or pet capsule animals)
Storage devices now display custom naming
Revamped the moon texture
Switched young Michaels hair to be dark (based on a friend called Michael who also goes to church and has a mustache...)
At the End of ACT II you are now forced into talking with the Native (To avoid players missing that sequence accidentally)
Updated the mars rock item icon
Leaving out of the questlog while editing a file wont close the edit log now
Tab won't close the PLC now whilst in edit mode
Returned the Car Editor Arrow Drag feature, its optional in the gameplay options tab in the Main Menu
Fixed the bisque recipe from clipping into the box at the dudes house
Fixes to the water level system update (Items not updating the current water level based on their location in time)
Fixed the news papers from clogging the spawn areas if loading and saving from a save many times without time traveling
Fixed the sell option at the traders from retaining the last sold value even though there is nothing on the table
Fixes to map markers and their performance in code
Fixed the churches lod in Pine Lake from appearing before being build
Fixed spawning underground when traveling to 2000-4000bc
Fixed the confusing teleportation of the doors inside the future train
Fixed traffic from spawning in the past upon save load
Fixed the kidnapping of Henry from not working correctly
(This will take effect in all new games however the bug as is should not impair game play)
p1
Fixed Archos gold coin texture
Fixed the "Item Name" Box bug
p2
Fixed the issue where items that were spawned and put into the box directly, would get deleted
Fixed the pillar from blocking the underground tunnel in ACT III