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V 0.74 || Wild West Update! Horses! TIME SLOWER!

Hello fellow players!

[h2]I've worked pretty hard so this months update is pretty extensive. It focuses primarily on the wild west of the 1800s but also a few other neat additions and fixes![/h2]

BACKDROP ENTITIES
You may also be able to spot occasional backdrop entities. Passing by planes or boats all appropriate to the time and age you traveled to.

MORE LORE

Image by Sir Atom
New paintings and maps and entries in books about the No Time world can be found in the game
[h2]
Here is also an interactive map from the Fandom Page if it interests you.[/h2]

WILD WEST QUEST

Picture made by Marcsolino

Follow Clint Westwood on his hunt for bandits! Including a very lengthy and awesome fight scene where he fights 20 bandits single handed with their boss on his back! Took me two weeks to animate that thing.

The quest also includes a number of pretty cool new features and revamps!


HORSES

You can buy them ride them. For now you can just put them in your inventory but later on I might include something more logical to store them in. Like a dimension animal catcher, meaning you could also store wild coco crabs. Gotta catch em all after all ^^

Byroad Location Revamp


As you have seen above I added a more wild west look to the byroad region. In a future update the saloon will become a bowling place since during the prohibition the place went down hill.

Same revamp will of course happen to fisher bay as well, to make them all more distinguished and worth the time to travel through.

The TIME SLOWER.

It allows you to slow down time... but it also enables you to do higher jumps and faster movement than usual folk.
[h2]

[h2]No I might hear you say: "You wanna tell me I am going to be able to dodge bullets?".
The answer to that is a resounding YES.[/h2]

The Accordion Man got a new look!
[/h2]




T̶̮̓h̸̙́ì̴̖s̵̥̓ ̷̜̚ỉ̷͉ś̵͚ ̷̤͠M̵̥̉İ̵̠M̵̰̊ ̷͎̄Î̵͎'̷̨̾v̴͉̎e̶͍͗ ̵̛̪î̸̢ṁ̶̥p̶̱͐l̵̀͜ë̶̻́m̵̯̾e̶̛̯n̵͎͝t̴͇̐é̷̙d̵̜̅ ̵̞̕a̶͕̒ ̴̝̽s̶̢͒e̸̻̿c̵̱͝r̵̼̿e̶̾ͅt̸̞̆ ̷̹́g̶̑ͅl̸͕̍i̴͈͝t̵̩̀c̷̝͌ẖ̷̊,̷̼̒ ̵͈̈́c̷̰̃r̸͇̉o̷̙̿u̶̱͛c̵̒͜h̸̟̑ ̵͊͜j̸͓̇ù̷̱ḿ̴̠p̷̯̾ ̵͖̕i̸͉͂n̶̬̓t̶̞̉o̴̜̔ ̴͌͜ṫ̸̥ḯ̵̧m̶̐͜e̵̤̓ ̷̘̐f̵̙́ř̶̪a̴͑ͅg̷̖̏m̵͎̾e̵̖̊n̸̆ͅt̷̢̃s̶̬̍ ̶̡̽ȳ̸͍ǫ̵́ǔ̵̞'̸̮̾l̴̰̂l̶̝̍ ̵̧̓s̵̩̒e̶̹͋e̷̻͋.̸̮͆

There have been many more additions all being listed below in the change log as usual!

The next update will include world content like the planned Athor Estate Revamp, a future gang, the bowling place of course and many more places to explore so stay tuned for that.

Another possible feature on the horizon might be the addition of car modifications for the workshop, say completely custom car models.

So if you want to turn the car into a giant banana on wheels you could do that. However I will have to put a lot of prep and research into it as this is all new for me as well. Thank you for your ongoing support and enjoy the update!


Cheers and God bless!
-Erathor


[h2]--Bonus Round--[/h2] [h3]Edward's Sewer Adventure update!
!CLICK HERE![/h3]


May 20th 2022 0.74
  • Added horses
  • Added the Wild West Side Quest
  • Added the time slower device
  • Added new paintings or posters that are supposed to enrich the lore of No Time and are supposed to be in part images from the world around Pine Island
  • Added another entry to the geography of pine lake book
  • Added lines of exposition on the side of Edward to ACT I which explains how the player has dimension cases built into his pants to hold items (since horses are now carriable)
  • Added backdrop entities like ships, boats, hovercrafts and planes
  • Added chocolate donuts
  • Added Carpet Floor Sounds
  • Added a saloon to byroad
  • Added borders and entrances to the old forest
  • Added enemies taking cover if having a gun (Doesn't include all places yet)


  • During Sequences the User Interface gets disabled now to avoid obstruction
  • Revamped the northern part of the island to fit the wild west setting
  • Lowered the voice sample of Edward a tad
  • Cacti give damage now
  • Adjustments to the sky effects and lighting to be more realistic and correct
  • Enemies can now get knocked out by impact from physics objects
  • Increased the visibility of St. Andrey under clear weather conditions


  • Fixed the time travel tunnel sound oversampling
  • Fixed missing German translations on item descriptions
  • Fixed some glitches to Hidden Cutting Level -1 & 0
  • Fixed some German typos
  • Fixed the spawning of cars on the highway right in front of you
  • Fixes to the moon light, so that its not too dark in the open fields at night
  • Fixed the sometimes faulty positioning of the car at the mechanic during the Last Stage Quest
  • Fixed the light loading system from breaking
  • Fixed the fall damage after water impact
  • Fixed some of the big trees hit boxes
  • Fixed an issue where in natives from outside would spot you and engage in combat if you are inside the arena

V 0.72 | Mini Update | Patch Notes | New Time Agent Spawn Preview!

Hello fellow players!


There have been a number of patches in the past days so here are the change notes!

It has come to my attention by the reports of some players that the workshop upload stopped working.
I hope with today's fix this issue gets resolved :)



Make sure to try out the the little preview into some of the revamps I am working on in regards to the time agents, and how they may function in the future.



The small preview includes a remake of the rules when agents spawn.

Once the clock goes full they spawn in, in future updates the clock can fill up three times, which each level adding different kinds of time agents.

A future addition in a soon to come mini update will in part tie into the next Westwood Side Quest.
Namely if you get defeated, you may get transported to a secret hideout of the Agents, which will play a role in the Westwood Side Quest.


Below are the patch and change notes.

Cheers and God bless:
March 15th 2022 0.72
  • Cruisemode/ Boost mode has to be now unlocked just like the hover conversion itself
  • Changed the lightning to last now 100 seconds to be exact, instead of a random amount of time
  • Added zero gravity inside car
  • Fixed the blur explode since it didn't occur on occasion of your other self seeing you
  • Fixed A bug in the elanor quest, where in Sandy would have the flower before getting it e.g. (Quest was finished in 2020, but sandy has flower in 2014 already)
  • Translated other selves reactions into German
  • Translated the time table into German
  • Translated the Mechanics remarks into German
  • Disabled PSX mode for now
    p1
  • Fixes to the train
  • Fixes to the car anti gravity
    p2
  • Fixed the jump sound triple trigger
  • Fixed some of the non loading color palette materials
    p3
  • Fixes to the Viking Quest
    p4
  • Fixed more typos
  • Fixed some level editing mistakes
    p5
  • Fixed more typos
  • Fixed flying Edward in ACT III Welcome to Pine Lake
  • Fixed the stairs in the school and the 1989 facility
  • Fixed the car from being mute if getting back after a time
  • Fixed the time input from being lower case
    p6
  • A minor revamp to the time agent spawn system
  • Translated the time agent remarks into German
  • Fixed global fog from creating artifacts in the menu when on the lowest graphics setting
  • Fixed some strong performance problems
  • Fixes to the mod texture loading

V0.71 | Workshop Update! || German Translation || PLC Cheats!

Hello fellow players!


[h2]I've worked quite hard this month to get you this unique update![/h2]

[h2]The No Time Workshop[/h2]
As promised for this months update I am happy to announce that the foundation for the first Workshop mods has been laid out!
Given that the Steamworks Workshop documentation is not the most thorough by popular opinion.
But with the help of some community posts from other users and Taelyn from Eleon Game Studios I finally managed to get it working.
You can create custom sound packs and language packs! I am happy that some mods have already been created and I count on you guys to make great content over there.


This is merely a foundation for other mod types to come in the future!
New mod types like texture packs, custom car models and maybe eventually even world addons.
How to upload the mod you ask? Heres a simple and quick tutorial:
[previewyoutube][/previewyoutube]



[h2]No Time is finally also available in the German language![/h2]



Other languages are also planned, but will be likely be developed in the workshop independently of the main game till the game has been finalised.

[h2]And Finally PLC Cheats are a thing![/h2]
In the PLC you create another .eee file
then you type into it.

cococrab
cocohelp


Then save and execute.
This will prompt you with a list of available commands.
[previewyoutube][/previewyoutube]
Initially there were no cheats since the story was still in development and I wanted to keep the suspense.

But now that the main story at least is out, I'll be able to reopen that part of the game to you!

Enjoy!
This update was more on the technical but still very important for future content.

Expect next update to be about the wild west and possibly the last major narrative side quest
to be added before the Epilogue.
Full change log below.

Stay tuned, God bless.

-Erathor

March 1st 2022 0.71
  • Added workshop support (as of now custom language and sound packs as well as texture packs)
  • Added the translation of No Time into German
  • Added cheatcodes to the plc execute code lines "cococrab" and then "cocohelp"
  • Updated the Main Menu Credits to be in line with the credits scroll in game
  • Changed the Fusion Cell Sign to be an electric warning sign, since it is not actually radioactive
  • All comics have been remade
  • Fixes to the PLC Code Execution
  • Fixed the train track from not appearing in the ACT II time line
  • Fixed missing spacing on the info board on main street
  • Fixed a bug where in default all trade buttons would be visible at start
  • Fixed some typos
  • Fixed the car from freaking out after returning from pausing the game after a while
  • Fixed an issue where Edward could get stuck while at the left right sequence
  • Fixed a bug where Edward would say Michaels Dialogue in Act 3s Welcome to Pine Lake
    p1
  • Fixed an issue after deleting a sound pack would hang up the workshop menu
    p2
  • Reimplemented the Legal Agreement popup when uploading a mod
  • Added a check for lower end pcs with vram below 500mb, which will set volumetric clouds and lightmaps to false by default
  • Mode the package loading sequence before the main menu
  • Fixed the bug where in creating a new item int he workshop menu would show the wrong item
  • Fixed the weird noise on the ui font in the main menu
  • Fixed the workshop menu so that you cant upload a mod without giving it a name first
  • Fixed the deletion of the Temp folder in the mods directory if it already exists, to prevent hanging of the mod loading process due to the exception throwing the directory already existing

ATOM n TRAINS Update! Cool new Features! V 0.7

Hello fellow players!
This months update is a biggie.


The game has new trains!
New features for the trains include arrival announcements, time plans, train passengers getting in and out of the wagons. And lastly a revamped timeline system for train as well which allowed me to create new train stations, spread across the map of Pine Island!



The Steam Locomotive 1870s

1950s Passenger Train

And the well known 2014 Hover Train!

The PLC received a big overhaul in looks and function.
The current date is now displayed on the bottom, making it easier to distinguish the current time with the required quest time!
You can now write custom notes in your journal and even write little code pieces.
This new feature is especially interesting and important for the future.

With the implantation of the Mini Script interpreter, this is now possible!
The idea is that in future updates you could make or buy cartridges with specific codes, to hack or bypass systems (If you wanted to go down that route) Or play games on it, written by other players!

This could also open the doors for possible custom code mods for AI or other interesting things of the like in future updates, so stay tuned in that regard!
Here is some reference material if you want to try it out on the PLC! A hello world example code should appear in the first save file you load after the update.

Try this little code snip out as a test:

print "hello there"
breakline
wait 2
draw 1,10,100
print "look I drew something :D"
wait 3
clear
print "ok you can go now..."

https://miniscript.org/wiki/Main_Page
https://miniscript.org/files/MiniScript-QuickRef.pdf
https://miniscript.org/files/MiniScript-Manual.pdf

Radiation Poisoning is now a real threat! So I suggest you get hold of a radiation suit, when handling uranium rods!

Should you get a lethal doze, use the "Rads Gone" pack to heal you up!

Now most liquids look like liquids! They wobble when you move them around.


I've implemented a random environment generation system. It is my hope that this way I'll be able to fill blank terrain with more interesting details and variation in every year. That means that in the future, nature would also look different. Trees could grow and forests would move.
This would be a huge plus on the evolution of the terrain over time!

Next update will likely receive its first translations, namely German and Polish! Custom Language packs will probably also be the first Workshop Items, that can easily be made then uploaded by you the players!



Now I hope you like the new additions to No Time! Change log can be viewed in full below as usual.
Enjoy the update and God bless!
-Erathor


January 31th 2022 0.7
  • Added Locomotives to the late 19th century and early 20th Century
  • Added A new train to the 20th Century till 2007
  • Added Passengers to trains
  • Added Time Tables at train stations, which tell you when a train is going to arrive
  • Added different and unique reactions for Animals or Robots when being punched or thrown at with things
  • Added a new bells sound to the church tower, which always plays at 12 made by Mroczny Gracz
  • Added new time fragment sounds also made/ edited by Mroczny Gracz
  • Added more things to explore in the ACT IIIs future, including a bandit cave with a treasure inside
  • Added back the info sign on main street.
  • Added keyboard clickings sounds to all computers
  • Added RadAway Pills
  • Added Radiation Suits to protect you from radiation poisoning
  • Added Laser Bandits to the ACT III timeline
  • Added Liquid Animations to most drinkable objects
  • Added the cactus plant
  • Added some randomized rocks based on the decade. (It's just some first steps into making the world more instance based and different in terrain based on the current year)
    (You can see an example of this at ben's donut shop, where I am testing this at present)
  • Added a simple file editor to the PLC, able to add custom notes or executables with the .eee extension (if you want to play pong on the plc) ...language is mini script.
  • Green Hazard places are now a danger to your health
  • Added the "Hazardous Green" Achievement
  • Exchanged the "Uranium" with "Wrapped Uranium" in ACT IIIs stores
  • Flying robots look now like destroyed heaps if destroyed
  • Rain & Snow Particle colors change based on the day time
  • Revamped the PLC look and workflow... a lot
  • Revamped the streets look
  • Revamped the trains (workflow, lanes) some fixes for past errors
  • Revamped the soda perfect look
  • Revamps and fixes the box menu
  • Lowered some memory consumption
  • Outsourced All of Act III and any remaining hardcoded bits
  • Fixed the midnight crash when listening to a radio station at that time
  • Fixed the speech bubble below ground bug (when npcs below ground would make speech bubbles)
  • Fixed Crabs from responding with human words when throwing stuff at them
  • Fixed a bug in the Aurora Quest
  • Fixed Toms jittery movement at the end of The Accordion Man Quest
  • Fixed The Black Hole during the ACT III ending
  • Fixed the wobbly/glitchy entrance of your past selves car
  • Fixed the leviboard from making punch sounds
  • Fixed the issue where in the prologue the secret gate would close to fast
  • Fixed The News Paper in 2025 to state it is from 2027 (Yes it is not a time traveling paper, must have been MIM doing something to the code again)
  • Fixed Npc Spawns to be delayed and sparse
  • Fixed the ability of being able to craft an object with one item of the same kind needed, when two are required
  • Removed MIM ...probably
    p1
  • Added a draw function to the Mini Script
  • Fixed some constant low resolution issues on the plc which had to do with the pixalation effect
  • Fixed the graphics menu from not accepting any input
  • Fixes to the Mini Script Workflow
  • Fixed the tutorials button layout from saying "general"
  • Fixed the train arrival plan from being invisible
    p2
  • Fixed the issue of breathing sounds in the hazmat suit underwater
  • Fixed Edwards lack of targeting enemies by focusing on defeated ones
    p3
  • Fixed some typos
  • Fixed some dialogue bug with bernd in the smuggling quest
  • Some UI improvements
  • Moved the language folder to a new location in the installation.
  • Started some translation into German
  • Fixed the police info tables

Patch Notes | Issue with Edward stuck in ACT II Fixed!

Hello fellow players.


These past days I have been working on a couple patches that got notified to me thanks to you players!
Here are the patch notes

I hope you have a Merry Christmas and a good start into the new year!
-Erathor


    p1
  • Fixed The Credits Scroll from going over screen
  • Fixed some issues with the radio not playing
    p2
  • Darkened some of the rock terrain materials
  • Fixed some typos
  • Fixes to Combat AI
    p3
  • Fixed Crabs from making Chicken Noises
  • Fixed the ACT II Tower and Coffee sequence where in Edward would get stuck
  • Fixed the bug where in people would not enter the pizza & coffee place
    p4
  • Fixed more nav mesh issues during the cave part of the game
  • Fixed fish from making chicken noises
  • Fixed the perpetual fusion station sound
  • Fixed an issue during ACT II when in the smuggling quest Jason would say a particular line many times in a row