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Patch Notes V0.965

Happy new year friends!

Here are the patch notes since the last big update.
I will update them if need be.

Enjoy, God bless!

    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)
    p2
  • Fixed Igor during the viking quest, his routine in the arena is broken
  • Fixed the grill in the diner
  • Fixed the doors in act 3's undersea base
  • Fixed a bug which would make Edward spawn on an unplaced hologram bed
  • Fixed time travel player passenger lerping behind car
  • Fixed Mim and Edward from not shooting or fighting in the boss fight
    p3
  • Fixed the bug which makes the flashlight not held correctly if you got an epa on your back
  • Fixes to act 4
  • Fixed the planetary fog issue
  • Fixed the costume when being thrown into the cell in act 4
  • Fixed dying to impact damage from ai cars when unpausing
  • Fixed the loss of items at the end of act 1
    p4
  • Added Ore Veins to smaller caves around the island
  • Added Pizza Athor dialogue to tell the player to check his pizza log computator after the pizza battle, as some people don't do that
  • Made it so disabling full power mode will set the crank charge to 0, to avoid further confusion that it being 100% is a bug
  • Fixes to act 3
  • Fixed the minigun control for other fire button input bindings
  • Fixed the scope from not having controls for camera movement
  • Fixed the npc reallign should ignore swords
  • Fixed the medicine crates hand hold position
  • Fixed the time core and space core from not being on the same menu in the mr crafty
  • Fixed the diver suit from having an invisible head in third person
  • -Fixed the inability of entering the wormhole in the end of act 4 via leviboard
  • Fixed the hdr issue on meus tebron
  • Fixed the the no terrain collision when switching from act 3 to 4
  • Fixed cars damaging you when unpausing
  • Fixed glitching out the train when jumping out of a seat
  • Fixed typical bobs and invisible npc's inside trains
  • Fixed enemies ignoring you if on a leviboard or other ride
  • Fixed armor plating and other boni on the exo suit from not showing in third person if fps body is disabled in the gameplaysettings
  • Fixed exo suit armor clipping with the fatter exo armor plating in fps mode, by making it invisible
  • Fixed unpacking of items from boxes making them not parent with the car, if the box is inside
  • Fixed the fire from not heating up the sword if item is held in hover mode
    p5
  • Fixed hazard from applying before the game loaded when loading an auto save with uranium in your hand
  • Fixed the spider battle sequence
  • Fixed the elanor flower book font scale
  • Fixed the missing registration of dropped out items from a box inside a car, which would make them not unparent if dropped out of the car
  • Fixed an issue where you could get wanted in the Hillmen Questline, which could break the quest
  • Fixed it so enemies won't punch or shoot you if you are in dialogue
  • Fixes that prevent the car from getting lost in the act 2 tower quest, not spawning in the tower but above it
  • Fixed the jet levi board from being invisible in first person

V0.965 | ACT IV Launch | Multiplayer Passenger | New Time Tunnel

[h2]Hello fellow players.[/h2]
[h3]
I wanted to make you a nice late advent gift ahead of Christmas.[/h3]

[h2]ACT IV[/h2]


[h3]Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)[/h3]

[h3]

Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster![/h3]


[h2]MULTIPLAYER PASSENGER[/h2]

[h3]Want to travel alongside your friends? Enter their passenger seat and go!


Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.[/h3]

[h2]
NEW TIME TRAVEL WORMHOLE[/h2]

[h3]I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you.
I may add some redshifting or blueshifting based on you going to the past or forward in some future update.[/h3]

[h2]CITIZEN GO CRAZY[/h2]

[h3]If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.
[/h3]


[h3]Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.[/h3]

[h3]God bless[/h3]
[h3]-Erathor[/h3]

December 20th V0.965
  • Added ACT IV
  • Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)
  • Added remote mini messages on your plc from edward and co.
  • Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around
  • Added the ability to ride in your other friends cars as passengers in multiplayer
  • Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)
  • Added new themes to prelude the main theme, Paul Clearman Theme in many variations
  • Revamped the safe houses default look
  • Revamped the cars time travel sequence whilst traveling through the worm hole
  • Revamped the pistol aim animation for npc's
  • Revamped the time travel effects of agents since they use the Pyradome Time Machine as source
  • Lowered the punch physics strength of things flying away
  • Fixed the weapon rack from being able to be used remotely as gun turret
  • Fixed floating items or duplicates in inventory from switching quickly with full inventory
    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)

V0.96 | Smithing revamp & Smelting | Alchemy | ACT 4 in testing stage

Hello fellow players!


[h2]This months regular update gives you some nice new features and mechanics to play with, whilst I am now working to complete Act 4.[/h2]

[h2]ACT 4 is in testing stages.[/h2]

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.

[h2]Become a smithy apprentice![/h2]

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.

[h2]Brewing Tables.[/h2]

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.

[h2]
Animal Beds![/h2]

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.

[h2]
What are you lookin at?[/h2]
Npcs have now a more natural way of turning towards you.

[h3]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.[/h3]

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)
[h3]
Check out No Time Explorer's channel. He does nice No Time Lore videos occasionally.[/h3]


[h3]God bless and have a nice month.[/h3]
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

V0.958 Combat Revamp with Swords & Armor, New Mining System, much more!

[h2]Hello fellow players![/h2]

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.


[h2]New weapons.[/h2]

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.

[h2]Directional Combat[/h2]

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.

[h2]Weapons holstered.[/h2]

Weapons now show up on the character if in your inventory!


[h2]Armor and new Health UI[/h2]
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)

[h2] New Armor [/h2]

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!

[h2]Mining![/h2]

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.

[h2]More retributionists[/h2]
Dark Mages are seeking retribution for your help in the Hillmen Quest!


[h2]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.[/h2]
[h2]
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![/h2]

[h2]God bless and enjoy![/h2]

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. André 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

Patch Notes V0.955

[h3]Hello fellow players,
there have been a couple of patches these past weeks and here are the patch notes!
[/h3]
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