V 0.968 | Cloud Saves & Public Multiplayer | Airport & Sea Harbor | 2025 Roadmap
[h2]Hello fellow players.[/h2]
[h3]New update to start off the new year of 2025![/h3]
[h3]Public Multiplayer and cloud saves![/h3]
You can now host your sessions on a public list that anyone can join.
Just tick off the friends only setting.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called
"Saves Cloud", you can navigate to it directly by clicking the prompt button for it in the menu on the lower left.
[h3]Airports and Seaports![/h3]
In preparation for the coming level addons, I had to add modes of transportation off the island, which will act as basic teleports into your custom levels.
Planes regularly take off the island to land in other regions.
The future has hover ships.
Cape Dun has it's own dedicated harbor in the north after the 1600s commence.
Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island
[h3]ISS and the space eye!
[/h3]
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day
[h2]A rough roadmap for 2025![/h2]
These are the main features definitely planned for the year 2025.
[h3]Thank you for your continued support!
God bless and good luck on your time travel adventures!
-Erathor[/h3]
January 31th V0.968
[h3]New update to start off the new year of 2025![/h3]
[h3]Public Multiplayer and cloud saves![/h3]
You can now host your sessions on a public list that anyone can join.Just tick off the friends only setting.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called"Saves Cloud", you can navigate to it directly by clicking the prompt button for it in the menu on the lower left.
[h3]Airports and Seaports![/h3]
In preparation for the coming level addons, I had to add modes of transportation off the island, which will act as basic teleports into your custom levels.
Planes regularly take off the island to land in other regions.
The future has hover ships.
Cape Dun has it's own dedicated harbor in the north after the 1600s commence.
Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island [h3]ISS and the space eye!
[/h3]
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day[h2]A rough roadmap for 2025![/h2]
These are the main features definitely planned for the year 2025.
- Level Addons (Add custom level and lands to the world, also the ability of adding your own poi's to the main island)
- Car Time Travel and Engine modifications (In game tweaking which will allow you to change how the car operates and time travels, potentially also adding a car fuel meter and controlling energy consumption as well as different fuel variants)
- Item Events for car items, ergo items you put in like the reactor or fuel cell as well as item cargo.
- Multiplayer melee combat synced up. So you can do sword duels.
- Epilogue Ending at Manhofer (Final sendoff, story ends after this for good)
- Planting Trees (creating a garden in your safe house and real world)
- Switching to Beta (After this is done, I will move the game into the beta phase, a special focus on QOL and bug fixes will be taken, it is also during that time, that I will increase the price tag. The price was 10 dollars since the game initially released given how much the game has been improved on in those 6 years of development, I believe 15 dollars for the beta state will an appropriate price tag)
[h3]Thank you for your continued support!
God bless and good luck on your time travel adventures!
-Erathor[/h3]
January 31th V0.968
- Added cloud saving, your save files will be moved to the new saves folder called Saves Cloud
- Added public sessions to multiplayer
- Added a new atlas texture for more detailed meshes in cities
- Added the Telebrick, which is a pda like device that people use in the 2000s
- Added the ISS and the Manhofer Orbital Space Eye, which exists from 4000bc onward
- Added edible coconuts that can be broken up from whole coconuts
- Added a link from the trainstation to the upper level in pine lake 2014
- Added the Pine Island Airport next to byroad
- Added old kitchen as crafting station (safehouse unlockable)
- Added a new port to Cape Dun, which will later be used for transportation along with the air port, once Level Addons will be a thing
- Added an old ship model from the Dark Sea project as transport ship during the 1500s till 1920s
- Added more moddible textures into the mod folder
- Added texture filter settings to the texture loader, you can copy the file into your mod from the default texture folder
- Revamped the brick texture and a load of meshes for cities like manhole covers
- Made a skip for the house dun quest, so you don't have to sit and wait for night to break (it fades to it)
- Fixes and revamps to the copy machine
- Fixed some spelling mistakes and translated act 4 into german
- Fixed the pirates life quest from not ending in the plc
- Fixed Billies Pond Water Level
- Fixed Blueprints in data stations in the ape head cluster from not despawning around you if they are already unlocked
- Fixed books in other languages from overflowing in text, becoming not readable as text is always cut off
- Fixed a bug which would make 19th century citizen spawn in the 12th century
- Fixed missing costumes on the wild west statue
- Fixed the stopping distance for enemies in melee
- Fixed the time car from disappearing when walking away a distance
- Fixed the texturing on the old 1500s shacks
- Fixed the uranium ore deposits in fredich's pine hill mine
- Fixed the ore propability during mining from being just too harsh
- Fixed Edward not aiming correctly during the training bot fight in act 2
- Fixed the radio fred quest in getting you a 2060 quest date which could get you softlocked
- Fixes to the viking smithing quests shilling payment cap bug
- Fixed the inability do scope due to sprint lock
- Fixed your past self from keeping uranium or other fuel items in hand after having inserted them into the car
p1 - Fixed a bug in which Edward would get stuck in AttackOnEleeh during the sequence of entering the elevator
- Fixed the ark charger in the safe house from not being accessible in some safehouse environments







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.
The smithing mini job was removed completely and in its stead, new crafting mechanics have been added!
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.
]
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.
Similar to smithing, you gain the ability to learn recipes from around the map.
Want your pets to stay at your safe house, but have to freedom to roam around?
Npcs have now a more natural way of turning towards you.
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.
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!
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)
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) 
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.
Dark Mages are seeking retribution for your help in the Hillmen Quest!