1. No Time
  2. News

No Time News

February 20th V0.8155 || Quick Time Travel Fix

Hello players, a weird bug appeared just some hours ago, where in saving and time traveling would be blocked. This should be fixed now!

Here are the changelogs for the latest mini update!

p2
-Added temporal guild debuff effect which occurs when doing something bad involving time travel
-Added debuff trigger for causing above 3000 inflation
-Fixed some gravity issues when leaving the moonbase through the barrier
-Fixed some typos
p3
-Adjustments to lower the impact of gold trade
-Extended the graph to include gold price up to 4000$
-Fixed the bug of the gate dial being midair
p4
-Lowered the time travel debuff effect rate by half and renamed it to "Time Travel Trouble"
-Lowered your impact range on the gold market from 200 to 150
-Added hints in the stats menu on how to remove the debuff
p5
-Created more room around the windows of the moon base, to reduce the likelyhood of house objects clipping into walls
-Increased the color degradation from the time travel trouble debuff
-During Deflation Periods, it is now hard to get by items. Most things are out of stock
-Fixed the inflated prices from being slightly different than what you're actually paying for at toms store
-Fixed the moon gravity from continuing after entering the time gate to earth
-Fixed the losing of items held in hand when traversing the gate
-Fixed the leviboard from functioning on the moon, given that it needs air to work
-Fixed the "cocorepair" command in the plc
-Fixed Fredich from being invisible whilst he climbs the mountain
p6
-Job payments now also inflated
-Lowered burger prices
-Individual Traders are now less pricey as the 6/12 store
p7
-Added a potential fix for the losing of boxes when driving the car
-Moved the sandbox starting location closer to pine island
-Fixed the jobs from giving you 0 dollars during strong deflation periods
-Fixed the collision for the stonafied crimson jet
-Fixed a typo for radio andreys catch phrase
-Fixed the space cores item description
-Reordered some of the ui overlay so that title screens don't overlap over game over of pause menu
p8
-Retextured the fission reactor
-Revamped the Magnetometer
-Fixed a typo in Delgados letter
-Fixed a typo in Mims letter
-Fixed the jetboards loud sound
-Fixed the banks LOD
-Fixed wrapped uranium from not showing the "F open" tool tip
-Fixed the spawning of natives inside the rock which often bugged the Quest for Edward quest


February 20th V0.8155
-Added Mars as a safe house option
-Fixed the texturing of the copy machine and Edwards laser
-Fixed the boxes to be oriented in the right direction towards the player
-Fixed the negative values of cocodollar still adding money via -- instead of +-
-Fixed visible celestial objects during the day, like planets or stars
-Fixed the possibility of people spawning inside wheat fields
-Fix train track lod above train track being visible close up
-Fixed Westwood from being under ground and a load of other animations having the same offset issue
-Fixed boots for the cowboy outfit
p1
-Fixed the time travel and save system

V0.815 || MOON BASE || Dynamic Inflation/Deflation

[h2]Hello fellow players![/h2]


[h3]
MOON SAFE HOUSE

A new base on the moon got added as a possible safe house!
I can see Pine Island from here!

[previewyoutube][/previewyoutube]

For those who are new to No Time, safe houses are generally late game, but you can acquire it through the crafting of the unknown destination chip!

You will need an exo suit for this moon base however as the exterior will be quite deadly!


TIME TRAVEL ECONOMY

All items, which are sold in no time now are based on Pine Islands Gold value, which means their prices rise and fall based on the state of the currency!


Edward Meme by SansTheMemeLord

You were able to make use of differing old prices and time travel to earn huge sums of money in previous versions, but this time you got to also look out for your own impact on the economy!


Image by SansTheMemeLord
You are a time traveler so use your powers wisely!


DIAL GATE DEVICE


Space Gates on other planets have dialing panels now, DGD's as I like to call them!



And now you can display your favorite Star Addresses in the cartography room (More on that coming in future updates very soon!), you can find them inside the big spiky towers on some planets.
[/h3]

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


[h3]February 10th V0.815[/h3]
  • Added a moon safe house
  • Added moon rocks
  • Added damage from hypothermia
  • Added Cheese
  • Added craftable Moon Cheese
  • Added price inflation to items based on gold price
  • Added gradual manipulation of gold price based on gold trade
  • Added a mach2 car wreck to the range of prototypes standing inside Manhofer labs (Thanks to szogun for crashing the 3d model)
  • Moved the time travel from 2028 to December 2029
  • Moved the cave fragment during the 1800s to the surface
  • Altered some lines during the Quest for Edward part to make it clearer what to do during the laser defense
  • Fixed the pink material for one of the keys in the game
  • Fixed the lack of caffeine in soda perfect bottles
  • Fixed edwards line about gold being 200 gold, to be 100
  • Fixed the "becuase" typo in Edwards dialogue during Epilogue II
  • Fixed the missing navigation mesh to the safehouse
  • Fixed the safe house keeper from not playing any music when asked to
  • Fixed the occasional 4000bc teleport (dont worry you will be able to travel there by other means in the future)
  • Fixed the issue where failing the noir quest would get you soft locked
  • Fixed flying objects in cape dun during the 1520s-1530s (Credit to Fire Phoenix for reporting)
  • Fixed an issue where edward would be stuck on shooting the last agent in the prologue
  • Fixed the clipping dollar bag in the prologue
  • Fixed the crystals from spawning ingots instead of ore
    p1
  • Added a graph line to the gold graph in the bank
  • Adjusted some of the gold trade impact

V0.81 || THE COW WARS || HDR EYE ADAPTION || BOOK STANDS

[h2]Hello fellow time travelers![/h2]

[h3]

Here is a big update as a start into the new year!

HDR EYE ADAPTION



There is a new graphics option (HDR Eye Adaption), it is disabled by default, I am planning on refining it in future updates based on your guys input! It adapts the in game players eyes to exposure.

THE COW WARS!


Set during the famous pine island cow plague 1865-66.

Cows were an integral part of pine islands economy, which is why the plague resulted in a war as there was a lack of steak, the mad cows were used as cannon fodder by the attacking bandit forces.


Shooting npcs with guns now gives them special animations!


Enemy and friendly npcs in the past carry flints now instead of revolvers, which would come into play after 1866. (Picture was shot by Boba)

WORLD UPDATES AND LORE!


You can now find book stands around Pine Island, giving you lore tidbits and stories of the past!
For instance you can read up on the cow wars in the town archives!

The book stands work also as a little preview to my planned revamps of all books. I have it planned so books could be displayed in a separate menu as it is often hard to read the books in the 3D world.


Be there when Pine Island was first discovered by Lord Dun! To figure out when and where, you can read that up on that in Fredichs house.


There are many more smaller lore updates, such as an updated sea map and a new map of the continent!


Pine Island is now home to beautiful grain fields and windmills.


Wind pumps were placed down in the desert regions of the island.


Fort Dun now has some padres watching over it during the 1780s. They are based on characters I met on my retreat in early january, they will play a bigger role in the next update.


I added these little nutria rats, they will become integral in the Fort Dun Quest in the next update.


The Safe House can now have grandfather clocks!

Thanks to Matt for reading over some of the books to check for grammar as I live germany and I often make the odd grammar mistake ^^

Special Thanks to Choo Choo Man for revamping the piano sounds!

God bless
-Erathor
[/h3]


January 30th V0.81
  • Added book stands which have interesting lore information in small dozes, scattered across the map and different times
  • Added nutria rats
  • Added cows
  • Added crazed cows for the cow war period
  • Added another western part to the nature reserve
  • Added a game over trigger for falling down the accelerator in ACT III
  • Added a map of Lechwia as a decoration for the town archives
  • Added wind mills to cape dun and earlier periods of Pine Lake
  • Added wind pumps to byroad
  • Added grain fields around pine islands landscape
  • Added a grandfather clock to Fredichs home (Unlockable for safe house)
  • Added HDR (Eye Adaption)
  • Replaced all piano keys with new sounds (credit goes here to Mroczny Gracz)
  • Terrain detail is now also controlled by the draw distance slider
  • The 18th century bandit in the lost clock quest now has a flint rifle instead of a revolver
  • Increased the green nature fog level of the nature reserve to make it feel more secluded
  • More adjustments to blend in the ocean with fog levels
  • Planes should now be inaudible in the Nature Reserve Sections
  • Lowered the range of planes making sounds
  • Autosave will not happen in the cut rooms now
  • Autosave will not happen if other past players appear around
  • Updated the Pine Island Map Display
  • Made the Game Over Screen unscaled by framerate
  • Increased the flashlight rate
  • Previous Gold Ring can now be sold for gold
  • Npcs fall now onto the ground if shot by bullets
  • Updated several maps in no time to include more phantom islands (Antillia, Thule, Brasil, Frisland,...)
  • Fixed Westwood from standing still after getting the three money bags in the Wild West Quest
  • Fixed the typo in "No alcohol allowed. Sorry..."
  • Fixed a typo in the Fred Radio Quest Description
  • Fixed some mesh compression issues
  • Fixed some translation issues for the german translation
  • Fixed the Captain Pencil Item Description
  • Fixed the death by getting on a horse
  • Fixed the floating athor estate observatory roof in 1776
  • Fixed freds pc from displaying prologue lab stuff
  • Fixed the missing Christmas decorations for cape dun
  • Fixed the Christmas decorations for pine lake from appearing before 1880
  • Fixed a possibility for players to get stuck behind the arcade in 6/12
  • Fixed a missing line "do you have a magnetometer" when Jason talks to Bernd in ACT II during the Smuggler Quest
  • Fixed goggles or scopes from being visible held in hand if in viewing mode
  • Fixed the transparent visibility of the clouds when against water the shader
  • Fixed the smelting option at the blacksmith from eating up all items on the counter, not just ore
  • Fixed the sell gold option at the banker from eating up all items on the counter, not just gold items
  • Fixed laser weapons from floating midair while holding and moving around with the car in 3rd person mode
  • Fixed the flying people and floor gnomes around the Cape Dun Center before 1900
  • Fixed the floor from beating up knocked out enemies
  • Fixed the tracker from staying active inside mansion crimson, even after taking it
  • Fixed dollars and shillings from carrying over from previous games upon a new game
  • Fixed the time agents toggle from being "Object Highlighting" in the Sandbox menu
  • Fixed custom quality slider settings from not taking effect after restarting the game
  • Fixed the enemy AI from lowering its weapon before releasing the shot
  • Fixed Hanks clipping face
  • Fixed pirate athors cape from not moving with his arms
  • Fixed the wonky car drivers :) ...(mostly)
    p1
  • Fixed bends arm textures
  • Fixed the plc from being available before picking it up during the prologue
  • Fixed the low brightness text for the save load system

0.8 | CHRISTMAS/NEW YEARS | EPILOGUE PART II: MIM & UNDERGROUND CAVES!

[h2]Hello my fellow players![/h2]

[h2]In preparation for Christmas and New Years Eve![/h2]
Christmas is around the corner, and to accompany this blessed season, I've made a range of updates to keep you in the Christmas Mood! New items are now available, only for the Christmas Market!



Firework Rockets, fly into the sky and explode in various beautiful colors! A plushy!

The fisher guy has now his own place in Fisher Bay!

[h2]
Vast Underground Caves![/h2]
The east side of Mt. Uroruh has a cave entrance, which at some point connected to another cave in the Natural Reserve!


Find the right year in which the cave has not collapsed or is not filled with molten rock, and you may find something precious at the deepest roots of that ancient mountain.

So get your light ready, something like a leviboard to soften long falls down the shafts and get ready for an adventure into the dark deep!




[h2]Epilogue aka ACT IV: PART II[/h2]
The second part of the Epilogue is now available!
After ACT III talk to Luke after you completed his Elanor Quest, he will introduce you to Fred Radios Host!


This will lead into the second branch of the Epilogue, which will explain a many mysteries about MIM, other mysterious characters and the answer to what Edward was really doing all along!



This is also the connection piece to the Dimension Gates, which will play a big part in the third segment of the Epilogue, once it is ready! Enjoy!

[h2]I made a space shooter for you, for free![/h2]


[h3]While I was on vacation, I managed to make a quick space shooter inspired after an old 90s game, the first game I actually ever player, called Terminal Velocity.

Check it out on ItchIO or Gamejolt![/h3]


[h2]
December 24 V0.8[/h2]
  • Added a new years fade in sequence
  • Added a plushy toy
  • Added fireworks, purchasable at the Christmas market
  • Added Christmas deco to Cape Dun
  • Added proper starfish item preview pictures
  • Added Part II of the Epilogue
  • Added crystals around caves as decoration but if mined there is a very very slim chance for ark ore
  • Added a time agent spawn toggle for the sandbox menu
  • Added various effects to aged items (spoiling, aging for food and boos and letters will turn yellow brown)
  • Added Car and Player Respawns upon spawning inside buildings
  • Added a home to the fish trader in fisher bay
  • Added the shop misc texture palette to the mod folder
  • Added a dedicated Game Over Screen
  • Added a giant underground cave system with a secret at its very bottom
  • (this should happen almost instantaneous and will replace the car on the nearest safe position if the car timetravels into a building without interior)
  • (This should also keep the player from spawning being teleported into a building on new years, when a new building appears)
  • Revamped Sandie's character
  • Revamped the Christmas tree in the town center
  • Revamped the future city center
  • Removed the levi and jetboard impact punch sound
  • Flipped the car landing sounds to have the correct order they should be played in
  • Translated some of the comment lines (not being able to turn on the car or time machine) int german
  • Increased the amount of items being stored in boxes
  • Moved the Gobbo entry to the mythical creatures book
  • Fixed the displacement screen effect (heatwave & under water wobble) from making artifacts at the right side of the screen
  • Fixed the issue of not being able to use things after skipping the tutorial
  • Fixed the missing sky lane cars
  • Fixed the unknown destination chip from sending you to 4000 bc at times
  • Fixed the lowered placement of the opened car doors for the back reactor version
  • Fixed the floating placement of the houses in byroad
  • Fixed the color bug after switching the time machine placement at the mechanic
  • Fixed the inability to pick up the mr coffee once placed in the safe house
  • Fixed the weird faulty trade buttons labeled as "donut" from appearing for some vendors
  • Fixed the broken backwards drive upon entering the car
  • Fixed the sound sliders from not being able to fully mute music or sound

0.795 | MEDIEVAL CITY UPDATE! | GRAPHICAL REVAMPS | META ITEMS | MUSHROOMS

[h2]Hello fellow players![/h2]
[h3]This update is so big I will have to split it into two parts.[/h3]

[h2]CAPE DUN: MEDIEVAL[/h2] I always wanted to make cape dun more dense and rooted in history.
This update is to cover a majority of that part!
Many new stores can be found in the old city as well as a proper docking area for boats.
There is a secret sewer entrance.


[previewyoutube][/previewyoutube]
Check out the Floating Log Inn! The bard evidently has had a past.



Go to the baker in the early hours of the day to get some nice and tasty milk rolls!

The local Archos Trading Guild Post is a nice place to catch some exclusive exports from exotic regions, giving you information and a bit more lore from the surrounding sea of Antillia.

Check out the local smithy to earn a quick shilling!

A herbal store, which includes the new sorts of mushrooms, which can be found in the wild!

I know we are already out of mushroom season, but after having wandered through the wild myself I though why not add some mushrooms, they spawn in the wild during the spring and autumn season!

Make sure you don't eat the wrong mushroom though, it may end up killing you so be weary.

New Years Eve 1899 is a sad night as the entire old city center burned down due to an unknown cause...

[h2]META ITEMS[/h2] A new temporal physics rule has been added!
Say you duplicate an item via time travel, so that you have two identical items of the same thing, keep the two well apart from each outer. Otherwise you might end up seeing this.


It is yet untested if several items may gain special abilities through this merging, so I will leave that up to you to experiment with!

[h2]ENEMY ITEM DROPS[/h2]
If you happen to be out of uranium, coax time agents into spawning near you, they will drop uranium at random.


Bandits can drop Archos Trading Guild Gold Coins, which can be exchanged for money.

Destructible misc items are a thing now! I will add more of that sort with corresponding npc reactions in the future!

[h2]THE GOBBO[/h2] An old myth from the almost forgotten parts of Pine Lakean Lore.
The Gobbo is an evil creature, ape like, which used to live in the wild and attack unsuspecting wanderers. Will you be brave enough to face that ferocious, deadly beast?


[h2]UPDATE PLAN PART II[/h2]

The second update, hopefully to arrive at Christmas will see a continuation of the epilogue quest!
For that reason did I want to revamp the city as well, as a part of the setting will play out there so stay tuned!
Make sure to read the full change log :)


[h2]God bless you and have a good advent time![/h2]

    [h3]November 30th 0.795[/h3]
  • Revamped Cape Dun
  • Added Meta Item States (two items of the same kind merged together in a temporal explosion)
  • Added mushrooms which spawn in the spring and autumn
  • Added the Archos Trading Guild in the early stages of Cape Dun
  • Added the floating log in to Cape Dun
  • Added a baker to cape dun
  • Added a smithy to Cape Dun
  • Added a herbal trader to the early stages of Cape Dun
  • Added destructible bottles as misc around bars
  • Added the gobbo
  • Added Sir Coffee to the safe house
  • Added the cape dun fire incident on new years eve 1899
  • Added a small secret sewer portion to Cape Dun
  • Added the PK02 texture palette
  • Items have now alternating nutritional value (gaining of food meter per bite/ drink)
  • Gun wielding bandits can now drop Archos Trading Guild Coins and other goodies
  • Time agents now drop wrapped uranium at random chance of being defeated
  • Revamped the trading menu to allow for more buying options
  • Remade the Christmas market stands
  • Remade the Spider Cove Map Entry
  • Removed the imposter system (a graphical feature it only looked weird and made performance dips)
  • Texture Revamps to some parts of the kraken base and the underground time machine in ACT III
  • Colliding your car with your past self car will result in a game over now
  • Pressing backwards now also toggles brakes if moving forward (for new players who might prefer it that way)
  • Lowered copy machine charging speed
  • Made the currency detection automatic, meaning i won't have to set npcs manually wether they should use shillings or dollars (potentially allowing for other currencies in the future)
  • Fixed the fly take off for the blue cars
  • Fixed the out of bounds issue on the dollar display for the yebay station
  • Fixed the smiths job description
  • Fixed the sunday check increment
  • Fixed the futuristic traffic from spawning in earlier periords
  • Fixed the mr. crafty from eating up all items in the vacinity instead of the ones that it needs
  • Fixed more typos
  • Bound Mim to the Ape Head Cluster, he should stay there now and won't do more damage