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V 0.955 | Sunny Beach District | New Hover Mode! | Much more

(Thumbnail Picture and some screenshots by LeeSpork)
[h2]July 20th V0.955[/h2]
[h3]Hello fellow players, ACT 4 is progressing well, meanwhile here is a load of new additions to the game![/h3]

[h3]Sunny District (Pine Lake North)[/h3]
A new district exists now in the northern part of Pine Lake. A tourist spot with a beach & hotel, Pine Radio, and other points of interest.
Images by LeeSpork

[h3]Flyer Glasses[/h3]

These glasses will aid you in flight with additional aviation data.
You can also buy cosmetic glasses in the 6/12 store.


The nose glasses disguise you from your past selves!

[h3]Plane Mode[/h3]
The wings are now moved to a separate flight mode system, which can be activated by pressing 'G'.
It only works correctly if you are already in air and allows you to glide across the clouds.


Use a runway to land your car smoothly.

[h3]New Landing Stage Mechanics[/h3]

You are now able to navigate your car slightly in hover mode and trigger the rcs to dampen your vertical movement.

[h3]Greg's Hot Dogs & Ice Cream[/h3]
Around Pine Island you may encounter Greg the hot dog dealer, or one of the ice cream sellers. Every day they spawn somewhere else on the island.

[h3]Remote Control Hover!
[/h3]
You can now control your hover car via remote!
[h3]
Retributionist Bandits![/h3]
In the old west you will find some new special bounties in Westwoods office.
These guys are wanted during the wild west era all over the Acoria Island Chain, they are very good in acting from the shadows, so you won't be able to find them. That is because they ignore unimportant do-gooders. That was the fact with you until you helped Westwood.

[h3]Radio Isla do Porto[/h3]
A new radio station has been added, which has its location outside the map to the south. Now you can listen to nice beach music!

[h3]Powerlines & Skylane revamp[/h3]

The skylane now runs around the island, covering the region of the sunny district, byroad, fisher bay
and cape dun!

You may also notice the new power line going around the island. The dam gives the island electricity!

[h3]ACT 4 Progress[/h3]

I am finally finished with the first altercation part with Mîm. Now comes the long last part of the act where you have to defeat him. There is another conclusion quest which I have planned after act 4, depending on your opinion I can release it with act 4 or spend more time with act 4 itself and release that conclusion quest later.

[h3]Make sure to check out all features listed below in the changelog!
Enjoy the update and God bless![/h3]
  • Added the sunny beach district (Pine Lake North)
  • Added beach attendants
  • Added Greg's Hot Dog Car and Hot Dogs
  • Added Tony's Ice Cream Stand, both stands will be showing up randomly every day, somewhere on pine island
  • Added 70's vans
  • Added master caution warnings and mode descriptions to the hover mode
  • Added bandits wanting to take retribution for you helping Westwood in apprehending the bandits
  • Added a hint that you need to insert the reactor from Edward, in case people accidentally skipped over that dialogue
  • Added Isla do Porto Radio (Port Island which lies to the south)
  • Added some subtle white noise to radio stations depending on where you are on the island, and if the mountain is in the way
  • Added a controller Dead Zone Option under general keybind settings
  • Added a pre-dyluvian pyramid structure (Check out the archeology book)
  • Added the ability to double click on map markers to make them visible in game
  • Added hovermode to the remote controller
  • Added a variety of glasses (including ar glasses) which are also worn by citizen
  • Added a scripts folder in mods if someone wants to add in dll mods
  • Added the sewer exit through which Edward and the Detective escaped at the end of Sewer Adventure
  • Added powerlines
  • Added the old wood cutter lodge
  • Added a no border for the car editor option in the super secret settings
  • Added mullets to 80s male citizen
  • Removed winter from 2033 and later years
  • Increased the LOD range by 40 percent.
  • The weather machine now causes thunder and storm upon both uses
  • Revamped Ice Cream Looks
  • Moved the skylane to the north of the island, as the south is supposed to be a natural park
  • Made the flying car physics more momentum based
  • Lowered the likelihood of thunder in light cloud settings
  • Refactored the name spelling Saint Andrey to Saint André due to it being possibly etymologically incoherent (Andrey being russian spelling, and the original settlers being french) Only thing that changes is the writing of the word.
  • Fixed the Fiskerbutka sign from showing up in the original fisher bay
  • Fixed bridge texture in act 3 bridge
  • Fixed a bug which would cause distant cars to phase through bridge floors
  • Fixed the floating Christmas wreath where sandys ice cream parlor would be in the future
  • Fixed the ai cars from having wheels flying about when taking off into the sky
  • Fixed the Job System and case sensitive errors with files for Linux Users
  • Fixed the camera jumping in hover mode when switing out of normal to locked camera mode
  • Fixed a bug where you could start a dialogue whilst Edward is time traveling away in fort dun
  • Fixed the hotel post 2020 for the floating log in
  • Fixed the camera shaking from persisting for too long upon taking alot of damage
  • Fixed the op damage of the gravi hook
  • Fixed the missing trigger for making a phyiscs impact with the pizza dough ball on Francescos face
  • Fixed the sequence where in the falling walkway would fall only slowly during the act 2 school route
  • Fixed the dropping motion of the car when leaving hover docks
  • Fixed a bug where in interacting with an inserted fuel cell and pressing an inventory number, would make the fuel cell float outside the car
  • Fixed certain female citizen having eye textures on the sides of the head
  • Fixed the bug where past selves would disappear during sleep

V 0.95 | Grappling Hooks | Alaska Safehouse | Linux Port

[h2]Hello dear players![/h2]

[h3]I have been spending these past weeks working on act 4 as well as some new additions for public release! More on ACT 4 below![/h3]

[h2]Grappling Hooks[/h2]

Press fire onto any object above you and hold the fire button to reel yourself in!
Press again to unlink the cable!


The car flipper has been replaced by the new gravity hook which pulls items towards you instead of being pulled in, meaning it has the opposite effect of the grappling hook!



[h2]Alaska Safe House
[/h2]
It's pretty cold here, use the new heater objects to keep yourself warm! Be weary, you are not the only living being that made its dwelling here!

[h2]Linux Port[/h2]

After some hiccups with getting it to work with STEAM I finally managed a proper Linux Port for No Time!
No more Proton, which means increased performance!


It comes with some increased performance as the Proton Layer has a poorer framerate than a straight port for Linux, which was my original reason to making a proper port.

Some video clips in game may still not work properly but that will be hopefully ironed out in the future!
This may or may not be also the first step towards any possible Mac build, thought these would be a bit harder to tackle, considering all the shader issues I had in the past when attempting a Mac Port.


[h2]Some smaller Additions![/h2]
[h3]
Torches![/h3]
Can be commonly bought in older and ancient stores prior to 1900.

[h3]
Space Weather[/h3]
Fog is back again for some planets, as well as cloud patterns and occasional thunder.

[h3]3rd Person zoom scroll!
[/h3]
Use your mouse wheel in third person to get a bigger view over your surroundings!

[h3]536 AD[/h3]
It was a year of darkness, a volcanic winter which was caused by at least three simultaneous eruptions of uncertain origin. (Credit to Hugestrike for the suggestion)

[h3]Revamped Full POWA flight![/h3]
Your flight in Full POWA mode has now been essentially changed to work similar to the jetpack flight.

[h2]ACT 4[/h2]
[h2]
I've spent the past weeks creating most possible set pieces that I need for the script!
It may still take some time to complete ACT 4 itself, it will be worth it though once it is done![/h2]

[h2]
The next few days will be me working more on ACT 4's story so I that I can have some first private tests on the side of some select players. Some work for the next public update has been already done in advance, so that I can focus more time on ACT 4's development.[/h2]

[h2]Thank you for your support![/h2]
[h2]God bless![/h2]

June 10th V0.95
  • Added a dedicated LINUX Port (non Proton)
  • Added grappling hooks and replace the car flipper with a gravity hooks
  • Added the Alaska Safe House
  • Added the delete button for non editable files in the PLC
  • Added third person cam mouse wheel zoom scroll
  • Added save stations to the modern hotels
  • Added all named items to craft menus and box menus fixing some misnomers for fishes
  • Added Toggle Run by pressing Caps Lock
  • Added cloud patterns and fog to some exo planets
  • Added some old paintings which I took pictures of in Assen to Fort Dun
  • Added the 536 AD year of darkness
  • Added a loaded ark cell along with a reactor at the start of the free mode game
  • Added infinite health and fuel as well as instant cooling as an attribute to full powa mode
  • Added a hint to the tutorial, that you need to press F to interact with objects
  • Added torch items
  • Chips now include real time month date and time as targets for your safe house
  • The full powa flight now works like the jetpack flight
  • Made the outer foil of the SNACK reflective like its real life inspiration
  • Made architectural changes for buildings in Cape Dun based on The Architects suggestions
  • Fixed the bug where in Rhogur the pirate would fail to enter his shack
  • Fixed a bug which could block you from time traveling after ending act 3
  • Fixed and revamped lightnings looks and appearance
  • Fixed some of the performance impact the terrain was making by adding some higher lod levels and fixing all visible artifacts, which would occur from the lod
  • Fixes to some of the level meshes
  • Fixes to the flipped airlocks in the Mim bases
    p1
  • Fixed a bug which would disable the player from using the grappling hook on trees and other bigger objects like terrain
    p2
  • Added some custom batching to put some houses into clusters, reducing some performance impact in 2014
  • Added some more shop misc like a barber sign next to eds lab and some interior signs to bardeys
  • Fixes to the grappling hook of hooked to a position lower to the player (moving the player up indefinitely)
  • Fixed to item dropping in third person


V 0.945 | Jet Packs & Fishing! | ACT 4 News

[h2]Hello fellow players!
[/h2]

[h3]It's been a while, I am back from my little hiatus which was back at the real world Fort Dun counterpart![/h3]



[h3]This time catching fish at the inner moat was in order, repopulating some of the outer moats around the fort with carp!
So with that experience in mind I thought it was time to finally make the fishing rod a real object.[/h3]

[h2]The Fishing Rod[/h2]


[h3]Fishing rods work now![/h3]


[h3]There are several types of fish now for salt and fresh water alike in different sizes![/h3]
[h3]They can be sold for a specific prizes based on fish type and size![/h3]


[h3]You can see fish above water based on the ripples they produce, but don't come in running or get to close or they will swim away![/h3]


[h3]A bit of patience, and voilà![/h3]


[h3]Patience is key! Sometimes all you get is an old branch or empty 2Can Soda![/h3]


Submition by Laxbum25


Submition by Oliver

[h2]Exo Suit and Leviboard Extensions
[/h2]


[h3]You can now customize your Exo Suit and Leviboard to your liking including custom coloring![/h3]


[h3]You can add the jet extension to both items! (This removes the jetboard effectively as a craftible item)[/h3]


[h3]You can pack on some heavy armor plating onto your Exo Suit for extra Beefiness/ Strength during melee combat![/h3]


[h3]Want to be a personal Shield Generator, pretty easy![/h3]

[h3]
With those new features comes also energy consumption. The previously introduced capacitors will control how far you can fly or how strong your shield will be! Top tier capacitors like those from mim will allow you to fly around in your jet pack indefinitely[/h3]


[h3]If your power is null, your suit will become sluggish and you won't be able to move at full speed![/h3]


[h3]You can toggle your hat/ helmet for every costume by pressing 'O'[/h3]


[h3]You can toggle the exo suit lights by pressing 'L'[/h3]

[h2]ACT 4 News[/h2]

[h3]Before my hiatus I have reached MÎM's base Du Utu, with a first confrontation of the evil doer.[/h3]
(Hover over black spoiler for image)



[h3]There is still much to do, given that I want it to be a proper ending with epilogue where all kinds of stories get resolved, if I were to work every day straight without pause it would take me about a month.[/h3]

[h3]Not counting the load of testing and potential voice work for new Narrator lines.[/h3]

[h3]I thank you for your support over this crucial time, it keeps me going as I see that you eagerly await this new and final entry to the main story line.[/h3]

[h3]Enjoy the update![/h3]
[h3]
God bless
-Erathor[/h3]



    April 26th V0.945
  • Added working fishing rods
  • Added new fish variants for fresh and salt water of different sizes
  • Added more greenery to Cape Dun's old city in medieval to be more historically accurate
  • Added a toggle for hats/helmets in costumes
  • Added the possibility to upgrade your exo suit with color, armor, jetpack and lights as well as more power
  • Added leviboards to the workbench moddable items
  • Added new entries on the 2027 war in the archive file
  • Bullets now get stopped by water
  • Fixed the save station in the core during act 3
  • Fixed the bar keeper at byroad from demanding the wrong currency
  • Fixed the blocked off elevator in Pine City
  • Fixed the item duplication when throwing an item right after pressing an inventory button
  • Fixed the lingual error in the car editor, flip wheel direction is actually steering wheel option
  • Fixed a bug which would cause the codes for the agent to fly away upon spawn
  • Fixed the bug which would open the chat box when confirming a name change for boxes
  • -Fixed some of the procedural nature generation from being random (like sea rocks and the like)
    p1
  • Added a hint where Edward tells you to go behind the starting line if you don't
  • Made the exo suit charging ui less visible
  • Fixed pond fishes from getting deleted
  • Fixed the fisher mans texture
    p2
  • Some Adjustments for the fishing mechanic and fish ai

Patch Notes 0.94p6 | IMPORTANT PERFORMANCE FIX

[h2]Hello fellow players.
[/h2]
[h3]I had players reporting an increase in performance drop for some over time as they played on one save file, which turned out to be due to redundant copies of items caused by your past self taking an item back to its inventory.[/h3]

[h3]It should be fixed now and the redundant items will be removed out of your save file.
If you encountered this issue, save and load your save a couple times so it can cycle through your inventory and remove the fake copies.

This will work by the game checking if the item is in its box position, and later checking if it is not attached to any box in game.[/h3]

[h3]Below are more patches that were made throughout the weeks after the update.[/h3]
[h3]
Have fun in No Time and God bless![/h3]


    p1
  • Fixed the police cars from not spawning prior to 2036
  • Fixed the remote or controller items from not having a use f hint
  • Fixed the shopping alarm from not triggering
  • Fixed the back button from not triggering when interacting with the trade menu
  • Fixed the UI hints for the save system
    p2
  • Disabled auto hover realignment by default
  • Fixed the scope from retaining its label which renders on top of the other canvas when trying to scope for planets
  • Fixed a technical mischaracterization of the full discharge chip (its series capacitor discharge not parallel)
  • Fixed the occasional disapperaing of the car in new game prologue
    p3
  • Added interaction lines to the orrery (solar system model in cape dun)
  • Fixed the bug where notes would not give the flip page hint
  • Fixed the computer at the beginning of the prologue
    p4
  • Fixed the broken uranium ore trigger in Athor's estate mine
  • Fixed the holo map placement for the safe house
  • Fixed the wrong naming for the Barracks Master in Cape Dun
    next update
  • Fixed the remote control from not working
  • Fixed the trader from not removing your item from the list to be bought if you took it away
    p5
  • Fixed the issue where rebinding a keyboard button to null would not make it empty until reloading the game
    p6
  • Added Gamepad Input as an Option in the controls settings
  • (so that people with controllers that trigger it constantly by accident can be deactivated)
  • Fixed entry logs in the 1989 Manhofer Facility
  • Fixed the missing German translation for eds message from 300bc
  • Fixed the inventory display when loading in a save with a held item
  • Fixed the byroad tavern from being called a saloon before 1840
  • Fixed the heating plate on Edward's kitchen place from creating too much heat temperature
  • Fixed the ark charger inside the lightning gap in Mim's bases
  • Fixed the bug which would make enemies retain their big collision boxes, unable to pass them in close corridors
  • Fixed the wheel physics below 40 fps
  • Fixed the Pirates Quest
  • Fixed the bug where Npc's would be unable to punch feral animals
  • Fixed a bug which would make redundant duplicate items inside boxes and removed the lag issue caused from this by deleteing the redundant items

V 0.94 Cinema | Xbox Gamepad Support | Act 4 News

[h2]Hello fellow players!
[/h2]
I've been spending the past month working on ACT 4 whilst doing some content on the side!
[h3]
Gamepad Support for XBOX One & 360[/h3]

No Time finally has some working game pad support, albeit only for xbox one / 360 for now!



Just plug in your x box controller and map it to your liking as well! I have labeled the game as partial support for now as sandbox and the mod menu are not supported.



[h3]The Cinema[/h3]
There are two cinemas now on Pine Island!



One is next to the book store in Pine Lake, the other is a drive in open air cinema next to the meadery in Fisher Bay! This one is only active during night time but is free of charge!



Currently the cinema has two public domain short films. If you have suggestions for more films that I can add, comment them below! :)

If you only hear music playing, wait a while the movie will start shortly as the movies are being played on a 2 hour basis with fill ins in between.


[h3]Explosive Barrels[/h3]
I've scattered these explosive barrels all over No Time!
They do damage if shot at to nearby enemies, or even yourself!



[h3]
Procedural Space Baces & ACT4[/h3]


Space has new places to explore! A new base generation system has been created in preparation for ACT 4!



[h3]New Robots[/h3]



You will find new robots scattered across the future of Pine Island and even Mîm's bases in space.
They fulfill several duties. Some are for protection, others simply for cleaning floors and eating up trash items!

Some of these new bases will contain interesting secrets and new weapon upgrades!

[previewyoutube][/previewyoutube]
[h3]
Currently I am in the stage of setting up the raid on DU UTU itself, having prepared the leading up quest to it (including the procedural mim bases, which will also be used for ACT 4). Development may still take some time, as anything that takes great care. But the completion of it is in sight!

Enjoy the Update, God bless![/h3]

January 24h V0.94
-Added partial controller support for XBox One (PS4 Controllers once i got one myself to do the testing with)
-Added a cinema to pine lake from 1928-2026
-Added a drive in cinema to owens desert (active from 1935-2026)
-Added destructible robots around pine islands future, which do chores and other things
-Added new procedural space bases with the new mim capacitors and lightning barrel as items to be looted
-Added explosive canisters which can knock out enemies
-Added an info text of the rules to the hacking mini game at the start
-Added an auto repair for the hacking port if you get thrown out of the system
-Added a spawn for the time travel manual into Edwards cellar
-Added stables to cape dun
-Added Edwards plasma stunner prototype to the prologue as a secret weapon in a tresor next to the flood gate button (it is short range and weak but a possible first weapon before the EPA)
-Added the boss health heart to all enemies with a health of above 40
-Added a frying sensor to the safehouse kitchen object
-Added the "josh bird" plushy replaced it with the old monster plushy
-Revamped the exo suits look
-Lowered the exo suit robo voice volume
-Increased the radiation trigger whilst for in car driving giving you a better protection from hazardous materials
-Revamped the fusion cell look
-Split the ore Athors uranium mine into seperate objects
-Corrected the faulty longitude latitude numbers on the map view
-Soda perfect and 2can now lasts for ever
-Fixes to the item events system (guns not firing and other events like item holding not triggering also for Multiplayer)
-Fixed dropping items out of boxes from being not recorded in time
-Fixed the german translation for the kitchen safehouse object
-Fixed the vikings texturing
-Fixed the weird Sky artifacts on Pine Island and missing stars in the ape head cluster
-Fixed the light cones at the Aurora
-Fixed the open locker which should be password protected in the Aurora
-Fixed the pirate quest givers from being attacked by other pirates if they turn on you
-Fixed the HVD guide from stating "setup.eee" instead of "startup.eee"
-Fixed the skid car sound from not playing
-Fixed the characters collider from fighting with held items
-Fixed the floating Edward at the start of the last stage quest
-Fixed the missing shut down sound after destroying the ai tank in diverting actions
-Fixed the foggy scenery when jason looks down at the fleet of ships, making them not visible to the player
-Fixed enemies being able to punch you through walls
-Fixed items from falling out of the car upon loading the game from a save
p1
-Fixed the police cars from not spawning prior to 2036
-Fixed the remote or controller items from not having a use f hint
-Fixed the shopping alarm from not triggering
-Fixed the back button from not triggering when interacting with the trade menu
-Fixed the ui hints for the save system
p2
-disabled auto hover reallignment by default
-fixed the scope from retaining its label which renders on top of the other canvas when trying to scope for planets
-Fixed a technical mischaracterisation of the full discharge chip (its series capacitor discharge not parallel)
-Fixed the occasional disapperaing of the car in new game prologue
p3
-Added interaction lines to the orrery (solar system model in cape dun)
-Fixed the bug where notes would not give the flip page hint
-Fixed the computer at the beginning of the prologue
p4
-Fixed the broken uranium ore trigger in athors estate mine
-Fixed the holomap placement for the safehouse
-Fixed the wrong naming for the Barracks Master in Cape Dun
next update
-Fixed the remote control from not working
-Fixed the trader from not removing your item from the list to be bought if you took it away