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Animal Taming | BC Travel (Late Game) | Accurate Solar System!

Hello fellow players!

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.
Head to Eddies basement to find all, that's necessary to make a pet capsule!

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]
1-1500 BC (Native Era)
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.


1501-2385 BC (Little Ice Age)
There was a little ice age on Pine Island after the cataclysm.


2388-4000 BC (Ancient Era)
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.
Credit goes to TTG for the picture of the evening sky.
Now this is how it looks in game!


To aid you in scoping out the planets, I've added a little solar system model to Cape Dun's harbor!
It is real time, based on the date you are currently in.
Btw... I added the arachnophobia option for those who requested it.

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]
    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