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V0.92 Patch Notes (PERFORMANCE PATCH)

[h2]Hello fellow players.
[/h2]
[h3]I was finally able to upload the patch today, with it comes a huge performance patch. Turns out gpu instancing ended up creating more lag than it helped as it interfered with batching.[/h3]

[h3]Enjoy the update :)
God bless.[/h3]

  • p3
  • Fixed the dial device from not being unlockable
    p4
  • Fixed the ambient color for the sewer base in ACT 2
  • Fixed a bug by which the jets in ACT 2 would not target the player
  • Fixed the lighthouse start date, pushed it a few years later as the island was not discovered by then
  • Fixed the woosh sound when shooting
  • Fixed Fredich from not appearing at the mountain October 1st 1795
  • Fixed it so your gun does not drop if knocked out (credit to Drift)
    p5
  • Added highlighting hints of the cars interior components to help early players to get a hand of their functions
  • Added highlighting for enemy item drops
  • Lowered the requirements for the crafting of the multiplayer beacon
  • Fixed it so that item events length also triggers a time wipe
  • Fixed the performance drop by disabling all gpu instancing on materials and just relying on batching from now on
  • Fixed the phased plasma bolt collision check
  • Fixed the hunters hut from appearing prior to 1515
  • Fixed Fredich's texturing at Fort Dun
  • Fixed the wrong texture reference BaseTextures/HouseWall Blue.jpg.jpg
  • Fixed bernds smuggler bay from floating in air in 2027 Alpha, moved it instead underground into the sewers
  • Fixed the bug wherin you could gift citizen unpurchased items
  • Fixed the sun trigger for scopes (eye burn achievement)
  • Fixed a performance issue where disks would trigger a frame freeze every few second if they contain big files
  • Fixed the bug in ACT3s Diverting Actions which would block you in the sewers if entering them during the AI battle
  • Fixed delgados skeleton size in the water cave
  • Fixes to house dun quest
  • Fixed more typos

V0.92 | Weapon Mods | Workbenches & Meaty Beetles

[Thumbnail submitted by Nekopheus]
[h2]Hello fellow players.
I am back from my week long hiatus that was in real life Fort Dun and a new update has been released.[/h2]


[previewyoutube][/previewyoutube]
[h3]You can now completely customize your basic EPA and flash saber![/h3]


[h3]Acquire different noble gas types and components that will make your weapon behave differently in air. Hydrogen for instance tends to rise upwards whilst Neon is stable for long distances, Argon drops down[/h3]

A slightly heavy gas that drops to the ground over distance.

Creates heavy bolts. That drop quickly to the ground.

Hydrogen rises into the air over distance.

Neon is used best for stable distance shots.

[h3]By default your epa will draw air and create a plasma arc. That's why basic flash sabers and epa's won't work on the Moon for instance, there is no atmosphere to create an arc. Mars creates a low powered plasma bolt.[/h3]


[h3]You can find different control chips from some enemy drops, capacitors and gas types can be found in stores in modern types.[/h3]

The repeater allows you to shoot in full automatic mode.

This chip discharges all capacitors into one single shot.

The basic single shot chip that comes with every epa.

Basic Capacitor (Better keep them at low voltages, higher voltages make them explode)

Medium tier cap is able to hold more charge and it's working voltage is higher.

High power cap is best for fully automatic shots.

Basic accelerator coil.

The blunderbuss splits a single bolt into many weaker ones.

The advanced coil speeds up the bolt and makes it faster.

The phased plasma accelerator uses laser tech to focus the plasma bolt into one point perfect quick bolt.


[h3]
In order to modify your base EPA model head downstairs to Edwards basement and interact with the workbench whilst holding your weapon.[/h3]

Scopes allow you to zoom in on your target.




[h3]Meaty Beetles inhabit Pine Island! They can be found all over the place and are pretty peaceful and also nutritious. Though I doubt anyone would actually want to eat them...[/h3]

[h3]...Unless you are living in 300BC! In the old forest city you will find a "delicious" recipe for Meaty Beetle Stew![/h3]


[h3]Now your safehouse will be able to have the dialing panel, making it easier to use your own Space Gate[/h3]
[h3]I focused more heavily on bug fixing this update and this month I will focus more on completing ACT 4. The finished story script is ready to be put into action :)[/h3]

[h2]If you liked the updates I've been handing out this year, give it your voice for the Steam Awards and enjoy the update![/h2]

[Thumbnail by Nekopheus]

[h3]God bless
-Erathor[/h3]

October 29th V0.92
  • Added Workbench
  • Added Craft Station
  • Added Flash Saber Modification
  • Gas Type
  • Added EPA Modification
  • Capacitors and Gas Types
  • Weapon chips
  • Added weapon barrels and other extensions
  • Fixed the bug that will allow you to double sell your gold at the bank
  • Fixed the broken Thunderous Matters quest from spawning infinite money bags
    p1
  • Fixed the man agent from spawning in the wrong era up there in act 2s tower or 2050
  • Fixed the flashlight from not appearing in your second hand
  • Fixed the planet descriptions for epa aiming from appearing
  • Fixed the missing storms
    p2
  • Added Meaty Beetles
  • Added Meaty Beetle Stew to the 300 BC Old Forest City
  • Added the hint that you can hold tab to open the new inventory circle at the tutorial
  • Added the workbench and kitchen and the Gate Dial Panel as safe house objects
  • Made V-Sync and option as the game could perform better on some monitors without it being on
  • Did a couple graphical performance fixes by also reanabling dynamic batching
  • Air won't fire now on the moons surface as there won't be no air, different air produces different colored plasma
  • Fixed the car aiming of weapons
  • Fixed the weapon aiming from being off center (Thanks to Neko for the report)
  • Fixed the fact that the car could glide over the caldera in bc dates
  • Fixed the scope texture for the scope aiming
  • Fixed CCORP's sign in AREA 1 from having no collision
  • Fixed the crafting of hvd time chips from being broken
  • Fixed more typos
    p3
  • Fixed the dial device from not being unlockable

V 0.9 Patch Notes (Updated to p9)

Hello fellow players,
here are the patches listed since the last announcement.

Link the the UPDATE post

Enjoy the game and God bless!

    p2
  • Fixed the Meta explosion from happening for time cars
  • Fixed the syncing of cars traveling through time
    p3
  • Added Szoguns Artwork into the Mod Loader
  • Fixed the recallgate bug, upon which you could not return from your time gating
    p4
  • Incrased the size of the sir atom trigger box
  • Excluded the time wipe for act 2s cave in 33 ad just in case someone drops quest essential items there
  • Fixed players head from appearing white if in Multiplayer
  • Fixed a bug where in bill the 2nd instead of the first be talking in ACT 3s Last Stage Quest (Thanks Neko for the report)
  • Fixed the floating head bug for other players when wearing a taxi costume
  • Fixed the items from not appearing for other players when dropped or used
  • Fixed the time wave event from not triggering when traveled to
  • Fixed the time wave event from not triggering when traveled to
  • Fixed the focus on the chat screen so you wont have to click on it all the time to type
    p5
  • Added SSAO
  • Moved out the wheels a bit more so they don't look so tucked into the car
  • Modified the cars door model a bit
  • Made some alterations in the code so hopefully player with lower frames don''t get hazard when moving with the car11
  • Fixed some more typos
  • Fixed the taxi costume texture for past selves
  • Improved some of the Quest Description for Mansion Crimson
    p6
  • Fixed the missing description for bounties, as to where to drop them off
  • Fixed the small amount of citizen spawns in byroad before 1900
  • Fixed a bug in act 3 where in you would be stuck in mouse mode view at the beginning of the game
    p7
  • Fixed a bug which would spawn endless droves of bullets during the Diverting Actions Quest in the AI base
  • Added weapon aiming
  • Revamped the EPA visuals
    p8
  • Fixed more typos
  • Fixed the flash lights looks
  • Fixed clouds from not appearing in the sky
  • Fixed glass items from respawning if crashed to the ground
  • Fixed dropped items from not spawning anymore if traveling back to the same date in time

V0.9 Multiplayer

[h2]Hello fellow players![/h2]

[h3]You may ask yourself this question: "Is this an out of season April Fools joke?"
No, it is a fully fledged Lost in Days experience![/h3]
[h3](Below is a link to a starter guide)[/h3]




(Credit to Neko for the Gif)
[h3]It is as simple as hosting a lobby and let your friends join your session once they loaded their save file![/h3]

[h2]What can you do?[/h2]

[h3]Sync up with your friends and have fun together in No Time!
[/h3]


[h3]Show them your safe house![/h3]
(Credit to Neko, Szogun and Choo Choo Man for the Gif)


[h3]Fight bandits together! (Non quest related Npc's)[/h3]


[h3]Do car racing![/h3]


[h3]Explore the secrets of Pine Island together![/h3]


[h3]Explore space together![/h3]

[h3]Or hang out on the beach with a nice camp fire and radio to lighten the mood.[/h3]


[h3]I've added emotes and in game chat to allow you to communicate with other players![/h3]

[h3]Quests are out of sync, however you should be able to play them together at the same time.[/h3]

[h3]Technically speaking you can have up to 12 players, though at least for now I suggest having the player count low as it may get cpu taxing on each client.
[/h3]

[h2]>>>Here is a guide on how to get started!<<<[/h2]

[h3]Remember this is an early feature, some things may sometimes not work as intended.
If items don't appear or data is not being sent correctly, try to restart the session or game[/h3]

[h3]Keep your time story wipe meter under 10 mb as well[/h3]


[h3]God bless you and enjoy the game, this time with your friends![/h3]

October 10th V0.9
  • Added Multiplayer Mode (Streaming of each others time story and other nice stuff)
  • Time Story (Each player will see the others action whilst in lobby)
  • Multiplayer Beacon and Sync Chip (Beacon to host a lobby, sync chip to travel to someones time)
  • Emotes (Hello, Yes/No, Sobbing, Sitting, Dancing, ...)
  • Items get streamed (You drop or take an item, the same thing will happen for others)
  • Safe houses (Visit other peoples safeh houses)
  • Space Exploration (Explore the Ape Head Cluster with your friends)
  • Most Enemy Npcs and Mobs (Get your help of friends to fight enemies)
  • Pets and Animals
  • Added Npc Reactions to your emotes
  • Added crabs into the arachnophobia option
  • Added a function that also clears your gold value timeline during a time wipe
  • Removed the Combat Dialogue block, now you only get thrown out of dialogue if directly attacked
  • Full body costumes now protect you from being spotted by past selves
  • Fixed the wrong keybinding tool tip for sandbox mode at start
  • Fixed the microwaves texturing in ACT 1 The Facility
  • Fixed more German Grammar Issues (thanks to Extloga for most of the reports)
  • Fixed Marvin from selling with dollars
  • Fixed Fredich from selling with dollars (I thought I fixed this already, weird...)
  • Fixed the big lights bug for cars and lamps
  • Fixed the missing market stand for the Christmas Market
  • Fixed the computer item in the safe house from being super tiny
  • Fixed the possibility to miss the prison key during the fort dun quest
  • Fixed the base of action quest where in Athor would not show up next to the car after fort dun
  • Fixed the ACT III bug where in Rhogur would not be able to go up the ladder into his shack
  • Fixed Methuselah from trading with dollars in bc era
  • Fixed the car flipper
  • Fixed the black screen on start for reinstall if you had mods subscribed
  • Fixed the missing agents bug (no agents spawn in the valley) in ACT II's climactic ending
  • Fixed ACTI Missing Person bug where agents would target npcs and not the player first
  • Fixed the pelt and metal salesmen from not accepting your items
    p1
  • Fixed a bug where in traveling out of the safe house would leave the car with no items
    p2
  • Fixed the Meta explosion from happening for time cars
  • Fixed the syncing of cars traveling through time

Patch Notes

[h2]Hello fellow players.

Here are the patch notes for the past two weeks :)
Enjoy the game![/h2]


    p1
  • Fixed bandit cars from spawning in 300 bc
  • Fixed the 300bc platypus sequence
    p2
  • Fixed the issue where in the fusion station post 2040 would cost you dollars
  • Fixed the manholes on main street
    p3
  • Changed the games launch icon as requested
  • Fixed the AREA I crash past 2030
  • Fixed the missing radio 2040 bug which could have cause some fps issues for some
  • Fixed some level mesh issues
  • Fixed the area1 crash
  • Fixed the scale of the wooden shacks
  • Fixed a dialogue issue in the taxi quest where you could say yes even if you don't have a hover conversion
  • Fixed the bug where people would be spawning mid air in front of the clock tower in 2060
  • Fixed the chair from throwing you out the window when getting up at the 2060 hotel
  • Fixed automatic hover orientation from triggering even if not in hover mode
  • Fixed the Archos Trading Guild Trader from taking dollars before the 1860s
  • Fixed edwards superpot in his cellar from getting the origin year of 0 (meaning you would die just taking a bite of it)
  • Fixed the bug where in you could get one dollar or shilling for selling nothing to a trader
  • Fixed the issue with seeing the telescope mesh blocking part of the view whilst using it
  • Lowered the amount of rain since people were reporting it so often
    p4
  • Fixed a post Vikings Quest bug which would cause a gradual fps drop for players over time
  • Fixed a bug which would spawn infinite citizen in evil eras like 2074
    p5
  • Added revolver parts to Bernds act 2 smuggling bay
  • Fixed the remote controller from not working with the 2060 hover car upgrade
  • Fixed the front trunk space for the 2060 upgrade
  • Fixed some level editing errors (objects where they should not be in the corresponding time and some mesh fixes)
  • Fixed the Fusion Station from displaying and taking dollar in the future
  • Fixed it so friendlies like Edward can't shoot the car and acccidentally destroy it
    p6
  • Added speech bubble zooming (when pressing the zoom button)
  • Fixed the texture of the shacks during the beta timeline in act 2
  • Fixed the fusion station from displaying dollars value post 2030 instead of thalers
  • Fixed more typos for dialogues in various quests
  • Fixed the bug in which people would remark on you capturing people which happened years into the future
    p7
  • Fixed the issue where Westwood would hint that he hears the first time about time travel even though you met him in act 2