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Animal Taming | BC Travel (Late Game) | Accurate Solar System!

Hello fellow players!

I've been chiseling away at this update for a while now.

[h2]
PET ANIMALS[/h2]




One of the earliest requested features is now finally a reality.
Head to Eddies basement to find all, that's necessary to make a pet capsule!

Now you can turn almost any animal into a pet, you either have to make it like you or you beat it up till two hearts remain!


[previewyoutube][/previewyoutube]

Then throw a pet capsule at it and voila, it's yours! You have to take care of it however and feed it regularly, or it will grow weary of you.

Each animal has something that it really likes. If you find that item, it will be easier for it to get to like you. In turn if it likes you, you can pet it.

The more it likes you the more likely it will be to help you in combat or follow you immediately.
The first case being dependent on the animal type of course.


[h2]TRAVEL TO BC YEARS!
[/h2]
If you are in Late Game (Post ACT III) or in Sandbox, you will get the ability to travel to BC Dates!

If you're in story mode and got to the point, where Edward gives you a treatment of exposition in the safe house, head back to him and he will hand you a blueprint for "HVD Chips"

1# Get an hvd, inside it you have to write a "startup.eee" file with the first line being
overridedate -101215001200
(This will send you to 1500 BC, removing the minus will send you to 1500 AD)
The command parameter works just like the cars date input mmddyyyyhhmm

2# If you want to know what dates are able to be traveled to you can execute the timegraph command in the command shell, simply write timegraph

3# Save and eject the diskette once done, then craft the HVD chip (That you got from Edward in Epilogue) to make your custom chip!



TLDR This is what you got to do.
[previewyoutube][/previewyoutube]

[h2]NEW TIME PERIODS!
[/h2]
1-1500 BC (Native Era)
You will find the great underground city of Uroruh populated.
The two cities (Including the Old Forest one) Have now traders which use ancient coins as currency.


1501-2385 BC (Little Ice Age)
There was a little ice age on Pine Island after the cataclysm.


2388-4000 BC (Ancient Era)
Back then Pine Island was still lush and green. Something is strange about the air though.


[h2]
HVD's and other things![/h2]

HVD's are the diskettes of the future! They allow you to store stuff on them. You can copy and paste files and set a label on them, so they get a custom name!

There is a button now which prompts you directly into the command shell!

This new update also allow you to make first graphical operations and inputs!

[previewyoutube][/previewyoutube]

The example code is in the video description!



[h2]MORE ACCURATE SOLAR SYSTEM![/h2]

The planet's in the sky should now behave more realistically. Meaning their paths and positions in the sky are being calculated according to their orbit time in real life.

To test this I was comparing it to something that happened this month in terms of planetary alignments!

March 10th you were able to see Venus and Jupiter close to each other in the evening sky.
Credit goes to TTG for the picture of the evening sky.
Now this is how it looks in game!


To aid you in scoping out the planets, I've added a little solar system model to Cape Dun's harbor!
It is real time, based on the date you are currently in.
Btw... I added the arachnophobia option for those who requested it.

There is even more stuff that was added, so I highly recommend you check out the change log!
I will rest now for a while ^^

Enjoy the update and God bless!


[h3]March 24th V0.83[/h3]
    Added an accurate night sky solar system
    Added a working solar system model for the Cape Dun park after 1930
    Added pet capsules and various features involving all kinds of animals, being able to tame and interact as well as feed them
    Added working HVDs (floppy disks) for data storage
    Added the file commands to the PLC File CMD
    setlabel ""; delete ""; copy ""; paste; create ""; rename "", "" and edit ""; cd "" to move between disk and plcs main drive
    readfile ""; writeline "", 0; countlines ": readkey (waints and returns any input key);
    find "" (if it returns -1 then it could not find the file)
    Added time machine commands for the car
    Added the ability to create custom time chips after you go to Edward at the end of Epilogue Part II
    Added a cmd button on the top left corner of the file managment section in the plc
    Added a hatch door to make the surprise capture in the end of ACT III work, some fixes for that sequence
    Added the ancient coins currency
    Added a hunter to the old forest city in the bc era
    Added the ancient city underneath uroruh 1000 bc which will later become abandoned after 1 bc
    Added the wholly mammoth, can be found 4000-1000 bc
    Added a military billboard made by LUNI to the 40s of pine island
    Added a new loading screen object (Agent hint about them dropping uranium)
    Added a translucent shader effect to some objects like ice, honey comb and crystals
    Added the noir vibe effect for 1923 (Black and White color filter)
    Added the Arachnophobia Option
    Revamped the campfire
    Adjusted the moon phases to be accurate to the real world
    Adjusted the milky way texture to be more accurate to the alignment in the real sky
    Made the PLC exec feedback instant to allow for future game draw programs to be more responsive
    Items can now have alternate naming based on your input (box names, hvds or pet capsule animals)
    Storage devices now display custom naming
    Revamped the moon texture
    Switched young Michaels hair to be dark (based on a friend called Michael who also goes to church and has a mustache...)
    At the End of ACT II you are now forced into talking with the Native (To avoid players missing that sequence accidentally)
    Updated the mars rock item icon
    Leaving out of the questlog while editing a file wont close the edit log now
    Tab won't close the PLC now whilst in edit mode
    Returned the Car Editor Arrow Drag feature, its optional in the gameplay options tab in the Main Menu
    Fixed the bisque recipe from clipping into the box at the dudes house
    Fixes to the water level system update (Items not updating the current water level based on their location in time)
    Fixed the news papers from clogging the spawn areas if loading and saving from a save many times without time traveling
    Fixed the sell option at the traders from retaining the last sold value even though there is nothing on the table
    Fixes to map markers and their performance in code
    Fixed the churches lod in Pine Lake from appearing before being build
    Fixed spawning underground when traveling to 2000-4000bc
    Fixed the confusing teleportation of the doors inside the future train
    Fixed traffic from spawning in the past upon save load
    Fixed the kidnapping of Henry from not working correctly
    (This will take effect in all new games however the bug as is should not impair game play)
    p1
    Fixed Archos gold coin texture
    Fixed the "Item Name" Box bug
    p2
    Fixed the issue where items that were spawned and put into the box directly, would get deleted
    Fixed the pillar from blocking the underground tunnel in ACT III

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