1. No Time
  2. News

No Time News

V 0.415 | UI Revamps | Revamp Phase Started | Bug fixes

Hello fellow players :D

I am back from my short summer break! Secondly I am happy announce that the revamp phase has begun. A last minor update with a few quality of life improvements has been published.



Consumable items now show a consumption level! This new addition is presently only viewable in the inventory, but will be added to the box menu as well in the future.

Now, as you can probably spot on the screen, there is another feature! If you have a lamp, previously toggled/ activated, in your inventory, it will be used as a lightsource and wielded in the left hand. Being able to handle still other items or objects at the same time.

Shout Out to DigitalRoc for the suggestion.


There have been minor and major fixes to present issues in the game.
Below is the full the changelog.

Cheers and God bless.

August 6th 0.415
-Revamped some of the UI and Item handling
*Consumables show now how much is left of the item in the inventory (not including boxes yes)
*Lamps show now a lightbulb if active in the inventory
-If a lamp in your inventory is active it will be carried around
-Fixed the Accordion Man Quest
-Fixed Npc's from being stuck at the yebay station
-Fixed the water levels from bugging out

Little Patch 0.41 | For players with missing items after the update!

Sorry for the slight delay, I have been trying to figure out the specific save file bug.
Shout-out to ZacShell for aiding in it :)

I am sorry that this even happened because it went right through pre publish testing somehow and it only occured for some players.
God bless.

p1
-Fixed Edwards Pathfinding for the Tower in ACT II
p2
-Fixed Sandy from selling soup
-Fixed the missing redwood trees in the past
-Fixed the problem with the save files from older versions not loading properly

V 0.41 | New Mini Job! | Revamp phase! | ACT III News

Hello fellow players!

Great news!

ACT III has been finished and is now going into the closed testing phase.



I am happy to announce that the revamp phase is now starting and will end in at least 2 months.
There is still so much work left to do, but I can slowly & finally see the update release date approaching.

This also means that this is the last update before ACT III releases, due to the revamps.

You can actively follow the ACT I and II revamp phase in the "Unstable Test Branch" (you can change it in the steam settings).
Be cautious though, because playing this branch would be at your own risk, since it will be the branch, where the save revamps will also happen.

For all who want to continue to play the old save files after act 3 releases, I have also created the "LEGACY" branch, which will continue after the release of act 3. Meant for the old save games to persist.

--Note: A guide will likely be created in the steam forums (in the future) on how to switch branches--

Now to the immediate content for you guys.

The Meadery has been expanded upon!



You can buy honey and bee related products!





A new mini job has been added, will you handle the task? Watch out for the vicious bees!



A few smaller additions and changes have been made.



The train is now more stable and looks better!



And less important dialogue is now minimized to local speech bubbles!

As previously mentioned there is a lot of work to be done, but it is now very close to being finished.
Stay tuned :)



Here is a little ACT III screenshot to tease you with!


As always, below is the full changelog. God bless.


July 20th 0.41
-Added local speech bubbles (If citizen speak outside of dialogue, a speech bubble appears above their head instead of the global message box)
-Added a meadery salesman to the honey fields
-Added the mead making job
-Tweaked the message dequeue process (Now fixed to the left hand side of the text box)
-Changed the camera shake to also jitter for rotation in half of the instances
-Revamped the hover train visually
-A few color corrections
-A few more level fixes and appearance tweaks
-Fixed the npc's from ignoring enemies
-Fixed the player from falling of the train
-Fixed the camera whilst inside the car
-Fixed the possibility of Sir Atom getting negative values
-Fixed the delayed movement
-Fixed the problem if the player is trying off a ledge, the code would miss on it and would let the player plummet down.
-Fixed another load of spelling mistakes
-Fixed some textures for a few characters
-Fixed the ability to push cars with ease
-Fixed it so you cannot talk to Athor during the explosion of the weather machine
-Fixed the act 2 elevator


Little Patch 0.4

Hey there guys :)

I had to do a few fixes for you, now the game should run again at near optimal (early access) levels. Have fun!

p1
-Fixed the item handling for the mini jobs
-Fixed the items from flying outside the car trunk
-Fixed a few visual bugs in the worlds
-Adjusted the water colors a bit
-Rescaled the fragment checker
p2
-Fixed some frame drops especially in the town center

V0.4 | Major Bugs fixed | Storage Revamp | New Water Shader!

Hello fellow players :D


The annual update is here!

Some major fixes upfront. The major problems of clipping items have been fixed.

The issue of Edward being stuck in the sewers for example has also been straightened out.
With the update come a few new funny issues like being able to push cars like toys. Enjoy while it lasts because it won't be long ^^

ACT III is now in its end stages and roughly 95-97% Done :D

Remember that afterwards will come the revamp period, where in I will not make a public update for 2 months.







This will also be the time when I will move the last public version to the so called LEGACY BRANCH.

That will be done because of the save system revamps. Anyone after the ACT III release will not be able to play any old saves. To be able to continue them still, players will be able to play it on this legacy branch.



With the update comes a new water shader :D





It includes nice caustic effects as well! Some of the water colors will be fixed in the next weeks to look more fitting.



Now as it has been suggested in the past, boxes can be named now :D



And I revamped the box menu as well so it is actually visible ^^...



There are several other additions or changes and fixes, I will leave them as always down below.

Have a great day/night and God bless you :)





June 12th 0.4

-Added a new water shader
-Added footsteps to a few npc's

-Added a craftable tracker for Time Fragments

-Moved the time fragment counter into the fragment tracker

-Revamped the Box UI

-Added box naming

-Exchanged the Bill I & II mechanics with custom models

-Items close enough are now locked to your hands and don't fly around weirdly

-Changed the Components Crafty Entry to be unlocked from the start when starting a new game

-Fixed the combat AI so that for example Edward does not get stuck in the sewers

-Fixed the time display in town from always showing monday

-Fixed the car from falling underground

-Fixed the items falling through the floor at times

-Fixed the swimming for ponds

-Fixed hats from turning into sophisticated dinosaurs after load

-Fixed a few spelling mistakes

-Fixed the discovery of markers in the wrong time period (Where they should not be triggered)

-Fixed the height for sitting npcs in the car, so they don't go through the roof

-Fixed the lightning on the hover wheels from being stuck at times

-Fixed from throwing items when crouching

-Fixed that npc's that go into combat mode won't close their open dialog