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V0.89 | PINE CITY 2060 | RACING | TAXI QUEST | HOTELS

[h2]Hello fellow players!
[/h2]
[h3]Another big update has been released which takes you to 2050 and beyond![/h3]

[h2]PINE CITY[/h2]



[h3]Experience Pine City, which was built with the combined help of survivors of St. Andrey and from people around Pine Island![/h3]


Credit to Ralage for this shot.
[h3]The city has multiple layers but most are connected and accessible by foot![/h3]

[h2]RACING IN 2060[/h2]
[h3]



Check out the annual Pine City Race every September 8th at 7:30 AM.[/h3]



[h3]If you want to participate don't forget to get the No Wheels Conversion, it makes you fast enough to win the race![/h3]

[h2]TAXI GUILD[/h2]

[h3]Want to be a taxi driver? Live out that dream by signing up at the Taxi Guild![/h3]

[h2]HOTELS[/h2]

[h3]Check into a hotel if you want to stay at Pine City for a night![/h3]
(Hotels are available at the floating log in Cape Dun, the Hotel in Bridgetown and Van Bard in Pine Lake, late 1800s)

[h3]There are many new places and historic events to explore in Pine City, but I will leave that up to you to discover! Check out the new archives in PIne City, it has a history disk lying around.
[/h3]
[h3]Enjoy the update and God bless![/h3]

August 30th V0.89
  • Added the years 2030-2077 and events and landscape changes that happened during these times
  • Added Pine City (Past 2033 Pine Lake)
  • Added the Taxi Guild
  • Added Hotels (Van Bard, Cape Dun Floating Log, Bridge Town, Pine City)
  • Added labels to the car buttons
  • Added automatic hover alignment
  • Added annual city hovercar racing during the 2050-70s
  • Added a billboard to the 90s-2030s Pine Lake which tells people to buy or sell gold, depending on the economy
  • Added cherry blossom plants to PINE CITY (credit goes to szogun)
  • Added eight more achievements for the recent things added
  • HVDs now display a blue hue depending on how full their data storage is
  • Doubled the hover conversion price to 1000$
  • Revamped the Hover Car Physics
  • The bounty hunt rope now allows you to drag the prisoner along whilst flying a car or on a board without it snapping
  • Revamped the players 3rd person looks, added blinking
  • Revamped hover controls
  • Removed the fps costume meshes for clothing with hats (except for costumes that obstruct the face)
  • Fixed the currency of the native traders in bc era
  • Fixed the 3rd person skating costume from making gas mask sounds
  • Fixed the issue of traders taking dollars before 1800s
  • Fixed Pauls look (the other donut guy)
  • Fixed the bakers texturing
  • Fixed some typos in the german translation
  • Fixed lighthouse campfire texturing
  • Fixed natives and vikings from saying english lines as greetings
  • Fixed the issue with the broken nature spawn system (no trees in the little ice age and 3000 bc for instance)
  • Fixed the missing traffic on the sky lane
  • Fixed a bug for the Wild West quest where in Westwood would know you before the events of Act 2
  • Fixed the skylane traffic, once more

V0.875 Patch Notes (Updated PATCH 7)

[h2]Hello fellow players!
These past days I've made some patches, so here is the log!

Enjoy your time travel adventures![/h2]

July 15th V0.875

    p1
  • Fixes to the 1900s bulletin board
  • Fixed to the burger mans textures
  • lowered the bounty prices a tad
    p2
  • Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
  • Added a hint in the Prologue Dialogue so people know to park behind the starting line
  • Fixed the huge amount of rainy days
  • Fixed the missing German translation for citizen dialogue
  • Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
  • Fixed the missing persons from not appearing at their captured positions
  • Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
  • Nerfed the bounty price count
    p3
  • Minor Typo fixes
  • Fixed the player fall animation when walking around
  • Fixed a bug where in holographic info pages would show up at old billboards
  • Fixed the broken variety in criminal NPC weaponry to be only stones
    p4
  • Revamped some of the building textures in Pine Lake
  • Fixed the walking animation for NPC's from breaking up
  • Fixed the darkness in the Aurora Jupiter Level
  • Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
  • Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence
    p5
  • Fixed the priests garment color
  • Fixed Edward from being in the 33AD cave before jumping in via time travel
  • Fixed the Native Hunter from buying for more and selling for less
  • Fixed the shutdown symbol from being invisible on the PLC
  • Fixed the broken time meter
  • Fixed the backrooms lighting
  • Fixed francesco from not turning angry during the pizza athor quest
  • Fixed avoiding npcs from marrying people of the same family name
  • Fixed the player from losing the gun at the end of act 1
  • Fixed the missing spawn of agents at the end of act 1
  • Fixed the player from absorving npcs when going to close to them
  • Lowered the Contrast Value
    p6
  • Renamed GAMMA to BRIGHTNESS in the options menu to avoid confusion for some players
  • Fixed the missing ground collision in the gamma timeline
    p7
  • Fixed an issue with lightning strikes which would make it impossible for players to complete the Aurora Quest
  • Fixed the navmeshing for the safehouse

0.875 | THIRD PERSON UPDATE | BOUNTY HUNTING | HUGE CITIZEN REVAMPS!


[h2]Hello fellow players![/h2]

[h2]Last month there have been a few patches including some additions, which I chose to also cover in this announcement![/h2]
[Credit goes to Szogun and Time bandit for making screenshots for the Thumbnail]

[h3]TRAFFIC LIGHTS AND INTERSTATE ROADS[/h3]

[h3]Pine Island finally has some traffic rules in place! Cars still sometimes tend to crash, but they drive more carefully now ;)[/h3]

[h3]I thought of making high way around pine island less linear and more interesting, I might expand on that in the next update after this one.[/h3]

[h3]Here you can see a road leading between pine lake and fisher bay.[/h3]


[h3]Fisher Bay itself has some road remodeling![/h3]
[h3]As you can see the ocean finally blends in well with the atmospheric fog.[/h3]

[h3]THIRD PERSON MODE[/h3]


[h3]Simply press V when ever you feel like it, to see how beautiful you look from a thirds eye perspective![/h3]

[h3]CITIZEN & PROCEDURAL FAMILY TREES[/h3]

[h3]The game now has a new feature in place which I have planned for long.[/h3]


[h3]Every Citizen Npc now has a unique look, no more duplicates!
I've built a new system from the ground up where faces, skin color, gender, and clothing all mix together to create a unique look.[/h3]


[h3]Npcs also wear weather appropriate clothing! (Picture made by Davesoft) [/h3]

[h3]Secondly all NPC's from the 16th century (Cape Dun gets founded) to 2030 (and soon also 70)
are part of a procedural family tree system. [/h3]

It works as follows:
[h3]
1#
A family migrates to one of three locations
-Ard Vuran (A desert country)
-Archos (The trading guild island)
-Lechwia (The temperate climate)[/h3]
Click here for a map of a portion of Antillia


[h3]2#They then marry, have children and if other cities are available, move to other cities.[/h3]


[h3]3#And eventually they die, this is when you will be able to look at a local graveyard and see their entries there...[/h3]

[h3]Depending on random chance, or economical situation (or if the family is called Crimson)
there is a chance for an npc to turn EVIL. They will become ruffians and bandits and over time they will do crime, rob, kill and even capture innocent citizen, to drag them into their hideouts. Saving citizens may have unforeseen consequences as to how the family trees will look in the future. New NPC's might get born or entire families will look completely different![/h3]
[h3]
(Note that as new updates come, some families might change during your playthrough as the procedural structure could get altered by adding new features or quests in that regard)

BOUNTY HUNTING & BULLETIN BOARDS[/h3]


[h3]To prevent them from doing harm you can take up hints from the bulletin boards, where they might be hiding.[/h3]
[h3]Every city has its own board with local affairs.[/h3]

[h3]
Follow the wanted lead, free the prisoners and bind the ruffian, drag him to either Westwood or Cape Duns barracks master, and collect your reward![/h3]
[h3]
This is one of the first radiant tasks which I wanted to implement for long. (Perhaps job requests or animal/ monster hunting will be added in the future)[/h3]

[h3]RENZO & JOACHIM
A digital comic is being made by Rensow, telling the story of the Gold Time Line (The original timeline which initiated the whole adventure of No Time)[/h3]


[h3]He has made his own stories before, so we thought that it be cool if I implemented characters out of his personal stories into No time.[/h3]

[h3]There is a little easter egg in No Time, where you can spot them. Go to Edds basement and find the hint as to their location and time period.
Next update will likely be focused on the post 2030 future up to 2070/80, so this is something to definitely look forward to :)[/h3]

[h2]If you like No Time and are stoked about this update, and want to aid in its growth, share the game with your friends or write a comment about it on your Social Media!

If you have favorite Streamer or Youtuber, write a comment about No Time. For every 10 people who see your comment, one might like it and might even check the game out! ːsteamhappyː
[/h2]


Thanks again to everyone who has been along the ride so far.
- God bless!


July 15th V0.875
  • Added the third person mode for the player
  • Added an inventory wheel (For the coming Controller Update)
  • Added the Renzo and Jachim time travelers event, Edwards cellar has a picture capture of it lying on the table
  • Added citizen names, in code each citizen has now a family tree and origin which can be all traced back to cape dun (As the city of original migration)
  • Added custom citizen looks (no more repeating characters)
  • Added actual tomb stone names based on the citizens that used to live there and added cemeteries for each city
  • Added new citizen interactions
  • Added the Bulletin Board which has interesting posts or job offers
  • Added Bounty Hunting to bulletin boards
  • Fixed brodas textures
  • Fixed a sequence bug (viking quest) where it could mislead the player in thinking he can't interact with the chair during the feast
  • Fixed the bug in the AI by which enemies would not get triggered if your ride a board
  • Fixed the 3 second frame drops on bigger save files

PATCH NOTES V0.86 P13 (UPDATED)

[h3]Hello fellow players!

I had to do another big patch just as I was in the middle of working on the next update, hence the big data difference compared to the last patches.

Here are the patch notes from last week![/h3]

[h3]God bless![/h3]


    p1
  • Added a little photo to Edds lab as an easteregg to him testing a prototype EPA
  • Fixed some issues with items as well as the broken Mr Crafty System
    p2
  • Added a CCORP Sign to AREA One's Entrance
  • Fixed a few performance issues with ui canvases and your past selves cars creating overhead
  • Fixed the elevator in Area One
  • Fixed edwards laser from shooting off cursor
    p3
  • Fixed the non moving car wheels
  • Fixes to the car physics
  • Fixed the miniature computing units
    p4
  • Fixed the spelling of a quest entry in the Fred Radio Quest
  • Fixed the remote car controller
  • Fixed some bugs in regards to police men being able to glitch out the UI via trying to talk to you
  • Fixed some issues with being able to talk to knocked out people
  • Fixed some bugs which would make the Diverting quest impossible to be completed
  • Fixed the save stations
  • Fixes to the Noir Quest
  • Fixed the PLC Off Button
  • Lowered the damage afflicted to the car by enemy bullets
    p5
  • Fixes to the last stage quest
  • Fixed the Warning Sequence from being broken
  • Fixed some raycasting issues
  • Fixed the bug where police beaten up by enemies would give you an infraction
  • Fixed the AI Cars wheels from rotating backwards
  • Fixed the AI Cars from being unable to drive over bridges
  • Fixed the past self from only displaying sitting animations even if on the levi board or horse
  • Fixed the hat textures of the citizen
    p6
  • Police wont halt you instantly if you drive high speed in your car
  • Disabled the police officer in the Pine Lake office building
  • Increased the Workshop scrollbar range
  • A fix for AMD users during the Diverting Actions Quest (Putting the medal into the machine would break the quest)
  • -Fixed dropped items from triggering the notification multiple times
  • -Fixed mounted weapons from disappearing upon time machine switching at the mechanic
    p7
  • -Revamped the plasma bolts appearance
  • -Fixed the hit sound when picking up items (no more jumpscares)
  • -Fixed it so your car weapons wont shoot if in the Questlog or Savemenu
  • -Fixed the training bot
  • -Police now react to your timetravel jump if they are only immediately next to you
    p8
  • Added st. Jude satues all over pine island. Without his intercession the game would have never become anywhere popular.
  • Potentially fixed the exit to menu and load last save function on AMD processors
    p9
  • -Fixed the campfire handling
  • Fixed the health of the medieval guards from covering the entire screen
  • Fixed the ocean/fog issues
  • Fixed the sand texture wrapping at sandies cave and another rock nearby
  • Fixed the windmill ruin collision
  • Fixed the spinning wheels whilst in hover mode after pressing pause
    p10
  • Added traffic lights
  • Added more interstate roads connecting the nooks and crannies of the island with appropriate road signs
  • Revamped the grass texture
  • Lowered the likelihood for lower collisions to cause damage on the car
  • Fixed the Fusion Station from being bugged into the wall in the gamma time line
  • Fixed the overlapping item names in the Mr. Crafty
  • Fixed the car mass center settings for the car to be at 0 (to avoid flips during hard breaks and turns)
  • Fixed the blocked car after doing an npc job
    p11
  • Fixed some performance impact of the levitation script on the hyperlane and various other scripts
  • Fixed raycasting issues where in the raycast would be block by the players collision
  • Revamped the walking animations
  • Fixed the floating road signs when bumped
  • Fixed the navmeshing issues with the terrain
    p12
  • Lowered the enemy car damage considerably
  • The car should not be halted by the police now if you move above 30mph
  • Fixed the weird line that appears when underwater
    p13
  • Fixed the crash effect from stretching all over the car
  • Fixed issues in the car combat script, spamming bullets

V0.86 | CAR COMBAT | POLICE UPDATE | NEW CAR PHYSICS

[h2]Hello fellow players![/h2]
[h3]
I've been working hard this past month to bring you a new update![/h3]
[h2]
Police patrol the cities!
[/h2]
[h3]The world reacts now to your actions more than ever! Be an upstanding citizen! And don't time travel in front of police men, it makes them nervous...[/h3]


[h2]"HALT YOU VIOLATED THE LAW!"[/h2]


[h3]Different kinds of police cars also roam the streets![/h3]

[h2]Car Combat![/h2]



[h3]
You can mount your EPA's onto your car now! This will be necessary as you may encounter either agent cars armed to the teeth, or bandit cars in the gamma timeline! Modders update your car mods![/h3]

[h3]...I've been playing Vigilante8 2nd Offense, it got me in the mood for this new feature.[/h3]

[h3]There are three Weapon Ports! Front sides (Primary) and top (Secondary)[/h3]

[h2]New Car Physics[/h2]

[h3]I was tired of unities car physics being not as controllable as I would like to.
It took me a bit of work and looking into some good introductions to custom solutions online.[/h3]

[h3]Hard work was put into not only recreating but also improving on the old system. Making it easier to drift and do all sorts of other things like being able to detect if the car drives on sand and have send smoke puff up from the wheels accordingly.[/h3]


[h3]Do a drift while accelerating holding down 'W' and then also holding 'S' at the same time.[/h3]


[h3]Spinning wheels whilst holding breaks.[/h3]

[h2]Area 1[/h2]


[h3]This place, north-west of byroad, is a stash of CCORP in the modern era. It has some secrets and experimental inventions hidden and stored away.[/h3]

[h2]
Sleeping! And new Player Animations
[/h2]


[h3]This new feature will allow you to skip nights! Now you can truly live out your campers dream in the wild![/h3]


[h3]Good night, sleep well, past self![/h3]


[h3]You will also be able to see new animations played by your past self![/h3]

[h2]Visual Revamps[/h2]


[h3]Your EPA has received a visual revamp! Its front coil will heat up when shot with[/h3]


[h3]The Levi Board has also a new sleek look![/h3]

[h2]I hope this update brings you joy, in a good way! Of course there is way more thing in this update so I listed it all below.
God bless!
[/h2]

May 31st V0.86
  • Added Custom Car Physics to the Mach3 and all NPC cars (previously I used default Unity car physics, which never yielded the wanted results)
  • Added a river which runs down from Mt. Uroruh, through the valley at bandit cave, running out in the east into the ocean
  • Added patrolling officers, which may charge you for slight infractions or put you into jail
  • Added Police Cars which patrol the streets from the 30s onward
  • Added Agent Hover Cars, which spawn at random chance if the timer clock is filled up
  • Added bandit cars to the gamma time line deserts
  • Added more variations of computers for the safe house (they also appear outside of the safehouse)
  • Added music to pre 1700 which is based on musical notes on the tilma image of Our Lady of Guadalupe
    (This short excerpt of music is what was written by God on Mary's shroud in the image that she gave to Juan Diego who presented it to his bishop as proof of Our Lady's having revealed herself to him atop Tepayec Hill on the outskirts of Mexico City in the year 1531. If you turn the shroud on its side and plot the stars on a musical sheet, this is the sound it makes.)
  • Added headlights, which turn on during the night, for the AI Cars
  • Added Area I
  • Added Isla de los tontos
  • Added the EPA Mini Gun
  • Added EPA docking ports to the car marked by yellow&black stripes (two primaries "left mouse" as well as a secondary "right mouse"))
  • Added heat source to exhaust particles (cooling exhaust)
  • Added working sleep functions for the prison, safe house and the ingame-world beds
  • Added sleeping, skating, sitting and riding animations to past selves
  • Added sleeping bag
  • Added billbord glow to street lights during nights
  • Added car Horns to the Npc Cars
  • Added Enemy Cars as spawnable through the sandbox menu
  • Added the Cremator to enemy spawn
  • Added an option for AMD Cpu's and lower end systems to disable time story in Gameplay Options
  • The menu level now displays what time you are loading to during the jump sequence
  • The month shorts on the time destination display are now localized (December: DEC in English, Dezember DEZ in German for instance)
  • EPA impacts on npcs now gives them a lighting shock effect
  • Increased potential LOD Draw Distance
  • Flash sabers now need ark alloy to be crafted
  • Your wheels now stir up smoke if driving through the desert, if driving on ice or snow, you will slide more
  • EPA's now reload when out of ammo
  • Revamped the Levi board Visuals
  • Revamped the jet board booster sound
  • Revamped the EPA visuals
  • You won't get damaged now whilst in dialogue (No dying due to animal or bandit attacks)
  • Increased the AI cars possible color intensity
  • Fixed the misleading quest entry for the House Dun Quest (have it in the 1760s instead of the 1770s)
  • Fixed the date crate from spawning outside of Byroad
  • Fixed the traffic around Byroad
  • Fixed the issue where Edward would not enter the car in the last stage quest after the Mechanic
  • Fixed various minor bugs to the House Dun Quest (missing dialogue entry at the end of the nutria fight, Marvin holding a spear at the table, added the missing musket on Marvins back when Fredich asks mockingly why Marvin wears all the gear, fixed Marving not offering the mini job option on sundays)
  • Potentially fixed the bug where in past self cars would not disappear after their displacement sequence
  • Fixed the missing rocks spawn on the moon and mars
  • Fixed the pink meatleg that Erombur hold during a sequence
  • Fixed the DUDE RESTAURANT from appearing even before the buildings founding year in Sandbox
    p2
  • Added a CCORP Sign to AREA One's Entrance
  • Fixed a few performance issues with ui canvases and your past selves cars creating overhead
  • Fixed the elevator in Area One
  • Fixed edwards laser from shooting offcursor
    p3
  • Fixed the non moving car wheels
  • Fixed the miniature computing units