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V 0.79 || Hallows Eve Update || Space Content Update! || Skate Boards! || More!

[h2]Hello fellow players!

I wish you a good All Hallows Eve, I've made some fitting additions![/h2]


[h3]Find a jack o'lantern in late October around Pine Island and unlock them for your own safe house![/h3]


[h3]New candy to be acquired through YeBay or trick or treating!
You gotta need a good costume though! Along with these new sweets come some nice effects!
[/h3]


[h3]St. Andrey has received a revamp! Now you can enjoy the dingy skyline of this mega city![/h3]


[h3]The game has a range of new acquirable binoculars! With night goggles (Get it via YeBay) you will be able to see everything more clearly![/h3]


[h3]There have been sightings of strange buildings around the ape head cluster, apparently some buildings have unlockable items or safe house objects! [/h3]


[h3]For instance this star map, charting all your visited star locations![/h3]


[h3]Or this star scope, every star in the ape head galaxy is a potential gate address![/h3]


[h3]Skate boards are now a thing! TOTALLY RAD! Wear some protective gear though.[/h3]
[h3]
There is so much It would break the frame of this announcement, so I will have you check it all out via the change log! Enjoy the update!
God bless and wish you a good All Hallows Eve.[/h3]


[h3]October 28th 0.79[/h3]
  • Added a star chart to map your journey through the ape head cluster
  • Added scopes and binoculars
  • Added the fisher man at honey wood pond
  • Added new space gate exit buildings (now it is 8 in total)
  • Added a stats section for the car in third person
  • Added instances of lying trees (dead wood) around the nature reserve
  • Added falling leafs during the summer and autumn on the broad leaf-trees
  • Added jack o'lanterns as unlockable safe house objects
  • Added lollipops and chewing gum
  • Added chewing gum effect
  • Added skate boards
  • Added skating gear
  • Revamped the Viking Village
  • Reset the procedural generator to allow for more variety in each address
  • Increased AI Cars speed a tad
  • In free look while hovering brakes will reorient the car
  • Lowered the amount of vintage radios to one radio to craft the Components II blueprint
  • Lowered the interaction cooldown from a second to .3
  • Fixed the Ranger Towers walking sound to be wood
  • Fixed the "3nd" to say "3rd" during day outputs like the game intro
  • Fixed the missing heat effect from the wires
  • Fixed Edward in the Back to the Past Quest where he would hold a cup of coffee instead of the letter
  • Fixed the quest update notification
  • Fixed the car from reappearing on the road once remote time traveling and before destination time
  • Fixed the Training Bots laser from taking too long
  • Fixed the bug, where in the steering of the car would mess up after using the car flipper
  • Fixed the ENV Spawn
  • Fixed dying once getting onto the horse whilst holding it
  • Fixed a bug where loading a save which has the car in hover mode would break the car controls
  • Fixed the delete button for the safe house from breaking all other items in your safe house
  • Fixed npc's from getting stuck at the town square
  • Fixed missing epa at the start of act 2 if carried before hand
  • Fixed the explosion from seeing your other self not killing you

V 0.785 | CAR MOD EDITOR FOR THE WORKSHOP!!! AND MORE!

Hello fellow players.


[h3]I've released a fundamentally big update![/h3]

[h3]Certain objects are now highlighted, if focused
(This can be also disabled in the options)[/h3]


[h3]The sky lane has received a bit of a visual revamp as well as a new practical feature.[/h3]


[h3]If you stay on the lane you will catch the ionic wind which will propel you along the sky lane.[/h3]


[h3]Instant time travel is another possible game play option which has been re implemented![/h3]


[h3] The PLC has now a colored mode! [/h3]

[h3]After over month of working hard, researching and learning, I've finally finished the first version of the Car Mod Editor![/h3]

[h3]You can modify the a copy of the default car! Or exchange and add new parts from custom models![/h3]

Here is a little tutorial to help you out in getting used to the workflow of it!
[previewyoutube][/previewyoutube]

[h3]Technically you could turn in into an A-Wing, or a flying taxi! Or anything else that you'd like to see as a mod[/h3]

[h3]Thanks to Cho Cho Man there is already a DMC mod, so you can check out in the Workshop, what the new mod editor is capable of![/h3]


[h3]I am eager to see your creations in the workshop![/h3]
[h3]As usual below you can find the full change log. I am deeply thankful for this community around the game.[/h3]

[h3]Cheers and God bless you guys![/h3]
-Erathor

September 30th 0.785
  • Added Car Mod Support
  • Added a Car Editor
  • Added an option for instant car time travel (no wormhole sequence, could be laggy)
  • Added object highlighting (can be disabled in the gameplay menu)
  • Added a gameplay option to disable camera shake
  • Added escape button to most in game menus as a quick exit (crafty, save system, trading)
  • Added a colored PLC Mode
  • Some texture revamps on resident homes
  • Increased the hover throttle speeds
  • Enabled Rigidbody Interpolation for items
  • Made a failsafe respawn that if you land in water with your car after respawn, you get ported to edwards lab
  • CPU performance increase by cleaning up some code
  • Fixed the locked state of the plant pot (find a plant pot in no time in order to unlock it for safe house)
  • Fixed outdated language mods to source from the default language folder in case of missing lines
  • Fixed the slipping out of items on game load
  • Fixed the timeline chips from being craftable before the end of ACT III
  • Fixed hopefully the bug where in the Mr Crafty would blend with the training Menu (Thanks to Ziiryu for the report)
  • Fixed items from leaving the car if underwater
  • Fixed the issue where some people could get struck by lightning during story bits
  • Fixed Athors a posing the Welcome to Pine Lake Quest
  • Fixed it so that the Welcome to Pine Lake Quest only commences once in 2014
  • Fixed a performance bottleneck at the last stage quest after the chase scene
  • Fixed it so birds wont storm your cars items (crabs still will steal your garbage/ food)
  • Fixed items from inside your car, which you placed, from bugging outside
  • Fixed more typos
    p1
  • Updated some visual aspects of the hover lane
  • The wheel wont highlight if inside the car
  • Fixed some of the look of the haze
  • Fixed the flylights
    p2
  • Addded Skylane acceleration effects
  • Fixed some of the cars speed
  • Fixed the pink missing material at Burgerlord
  • Fixed the item placement inside the trunk at the prologue
  • Fixed the cone misplacement at the end of the road at Manhofer labs
    p3
  • Fixed workshop mod updating for new mods (for fixing old mods to update as well contact me)
    p4
  • File Uploads to workshop will now be posted without widespace as they apparently break the upload process
  • Fixed the missing sky lane acceleration effect
  • Fixed the pink fish bone
  • Fixed the missing slow descent for lower hover levels
  • Fixed the inversion of the headlight meshes (square suddenly turning round and vise versa)
  • Fixed the inverted headlight button

V 0.775 || Wormhole Generator! || Space Exploration and new Time Travel Mode!

Hello fellow players!

[h2]This months update is crazy!

It revolves about the new wormhole device, also called the Dimension Gate![/h2]



[h2]This device enables you to traven through time, or through space![/h2]

[h3]After you entered Edwards Attic in the alpha time line, you will be presented with the unlockable safe house object and a few blueprints to be crafted.
[/h3]




[h2]PLC Commands[/h2]

[h3]Detrimental to this update are the new PLC commands, which come along with this update.
You can find a full listing on them in Edwards Diary in the attic.

The gate has two modes of travel, which get set by inserting the corresponding core into the top slot of the gate device.[/h3]

[h2]Time Travel[/h2]


Credit for the screenshot goes to Mr. Walter Binks.

[h3]The Time Module allows you to travel in time similar to the car. It will spawn you on a random location around Pine Island.[/h3]

[h3]For that you will dial via PLC codes a date.
Go to the files tab and create a new file with the .eee extension.[/h3]


//First you need to stand close to the gate and execute this method
connectgate
//Afterwards you can put a wait of about 5 seconds after which the gate should be connected to the PLC
wait 5
//then call the dialmethod, in this case a time module is dialing to the year 2014
dialgate "101020141200"

[h3]
Once it dialed enter the gate!
In order to return merely call this method, if time traveling.[/h3]

recalltimegate

[h3]This will spawn another wormhole in your general area. Only after you used the gate for time travel.
[/h3]
[h2]Space Travel[/h2]

[h3]If you inserted the space core, you the dial takes 5 digits to pin point a specific address to a system.
The gate targets places in the ape head cluster as this is where Mim took off to build his space gates.[/h3]

//example dial
dialgate "abcde"
//return
dialgate "xxxxx"



[h2]Each planet is unique, and harbors dangers not yet seen in No Time.
You will need a special suit to survive the environments.[/h2]





[h3]If you are at the Epilogue Stage of the story, there is a blue print on top of the Pine Lake Bank which will help you out further. This special suit will make you fit for the most harsh environments. And it even has its own AI speaker system! Plus it makes you more resilient against damage of any kind![/h3]



Credit goes to Sarantos for the screenshot!



Credit to 7jw for the screenshot.


[h3]Enjoy the Exploration and expect more for it to come in future updates as the gate will play an integral part in the Epilogue Quest (Inofficially ACT 4)

I will now commit to more research in regards to working out car mods as the next update if possible.
It entirely depends on how hard it will be to implement.

Enjoy this update and God bless![/h3]



August 22nd 0.775
  • Added Dimension Gates
  • Added the time and space unit/cores
  • Added procedural planet levels
  • Added Dimension Gate Time Travel
  • Added water sink respawn for the car
  • Added mining ore depletion (gets respawned after time traveling)
  • Added camera jerking from taking damage
  • Added Mim Bot
  • Added the Exo Suit
  • Added Oxygen Bottle
  • Rewrote the church part at the base of actions quest, to include a young Michael
  • Animals now cannot attack you if inside the car, however they can damage the car itself
  • Translated the fragment tracker
  • Translated Mims Epilogue Note
  • Fixed the natural reserve park from having air under water
  • Fixed more typos
  • Fixed animation issues for kneeling in the church as well as the bandit boss in 1795
  • Fixed the weird animation at church where people would be looking at their hands
  • Fixed the music from being still audible after setting it to zero
  • Fixes to the itemload method
  • Fixed the inverted view when time traveling in 3rd person
  • Fixed the inversion of the view during exiting or entering the car
  • Fixed the cinematic bars during the sneak towards the AI Base in ACT III
  • Fixed the fragment checker
  • Fixed the flipped labeling of car and ride in the menu controls setup
  • Fixed your past selves from always looking east when standing still
  • Banned Mim to the Ape Head Cluster


V0.77 | AQUATIC UPDATE | World Content!

[h2]Hello fellow players!

These last two weeks I've been working quite hard on adding as much unique content to the world as well as new features to the game as was possible.[/h2]


[h3]Pine Islands oceans are now filled with all sorts of marine life! To help you in your exploration of the underseas you should use the diving gear, now available at the 6/12 store![/h3]


[h3]What the this island nation really was lacking is some bird life!
Given this game plays on the oceans, sea gulls are now a thing so hide your food!
There are ravens in ravenholly as well as occasionally some eagles high up in the sky.[/h3]


[h3]There are a number of new places littered across the map for you to discover.
A mining village or these radio obsevatory stations are a few examples! Try out the ramp at the south part of Pine Island.[/h3]


[h3]Depending on the time of year and day you can have a heat wave effect in some hotter areas as well as during a hot and cear day.[/h3]

[h3]On the Discord Server, there was a new form of annual event. Players would submit their own creations and in this case, with their full permission and credit, the winner would have his version of the Pine Lake State flag posted in the game.[/h3]


[h3]This here is the original flag that has been added this update.[/h3]


[h3]
Here is the winners flag made by (Sarantos) Σαράντος, which acts as an earlier version before byroad and fisher bay joined after the cow wars.[/h3]

[h3]Another winner is Szogun1980, whos flag was incorperated as cave painting and emblem of the natives.[/h3]

Below are some more honorable mentions.

By Erombur(Walter Binks) from Discord

By Ralage

By Laxbum25


[h3]Thank you everyone for participating and I hope you are excited for the next round of player submitions this August!

The changelog can be viewed in full below as always, there's alot.

Cheers and God bless
-Erathor[/h3]

July 29th 0.77
  • Added the raven bird
  • Added the seagull bird
  • Added the eagle bird
  • Added the jello fish
  • Added the star fish
  • Added collision damage to animals
  • Added chunk based underwater foliage spawning
  • Added a crafting recipe for med kits
  • Added sea shells
  • Added sea shell detail on beaches
  • Added Owens plains radio observatory
  • Added some more radio dishes to the root island
  • Added the pine island state flag to pine lake and cape dun
  • Added a caldera to the side of Mount Uroruh
  • Added the predator bird
  • Added month based temperature fluctuations to the reactor
  • Added occasional midnight to morning fog particles
  • Added billies lake
  • Added used status bars of items inside boxes
  • Added the time speeder
  • Added trick or treating
  • Added diving gear
  • Added Dun Uroh
  • Added construction stages to the tower in ACT II
  • Added a ramp to roover dam
  • Revamped wolfs and foxes
  • Revamped country and highway roads with new textures
  • Enemy Health displays are now displayed above the item name
  • Cloud color now adjusts to the background fog
  • Increased the range at which items are detected by the elevator to be transported, hopefully eliminating the bug where items dont get transported
  • Fixed the animal spawning
  • Fixed some typos on the sky lane signs
  • Fixed npcs other than citizen from giving holiday and other remarks (vikings speaking English in that case)
  • Fixed the bug which locked you inside the bank after talking to Westwood inside the vault
  • Fixed Crimsons basement computer, which would teleport you into the backrooms after leaving
  • Fixes to the Accordion Man Quest
  • Fixed the bug where in Edward could appear at the Auroras meeting place before he knew
  • Fixed the bugged water leveling system and replaced it with a new one, which is non trigger based
  • Fixed the bugged car parenting, items would for instance continue to be parented or float without gravity even after taken out of the car
  • Fixed the pirates life cave lighting
  • Fixed the issue where npcs on horses would walk into infinity if youre also on horse and talking to them

p1
  • Added a heat wave effect
  • Added underwater wobble effect
  • Fixed the Accordion Man softlock and mountain blocking the path underground
  • Fixed some typos
  • Fixes to the Accordion Man Quest

p2
  • Rebalanced the camera of the 3rd person drive mode to be not based on the cars vertical rotation
  • Fixed even more typos and misplaces texts thanks to Ralagae's reports
  • Fixed some celestial shader update issues (planets invisible at nights for instance)

p3
  • Fixed selling items to people being rewarded with singular dollars or shillings
  • Fixed the broken npc spawning
  • Fixed the missing terrain collision after switching from Gamma to Alpha via timeline chips

July 15th 0.76 || Musical instruments! || Special Food Effects! & Safe House Obj

[h2]Hello fellow players![/h2]

[h3]The recent fifteen days I've added quite a few things that would amount to a new update![/h3]

Credit goes to fire_phoenix for the thumbnail background picture.

[h2]Food Effects![/h2]
[h3]Almost every item has now one or two kinds of special effects on the player character.
Be it caffeine, sugar or radiation, everything can be now viewed under the stats bar in the PLC![/h3]

[h2]Musical Instruments[/h2]
[h3]A big part of this update is the inclusion of the ability to play the piano and drums!
You can map the custom key binds in the controls menu. Piano goes from the third to the fifth octave.

I am also aiming for npcs to be able to play custom midi files in future updates.[/h3]

[h2]Safe house World Items[/h2]
[h2]Several Items in the No Time world can now be spotted (unlocked) and then bought at Nazonos flying ship at your safe house, given that he's currently got it in stock! This includes also the new instruments.[/h2]

[h3]As per usual the full changelog can be viewed below.

Thank you for your time and God bless!
-Erathor[/h3]

July 15th 0.76
  • -Added forced single thread mode
  • -Added Food Effects
  • -Added drums as a music instrument
  • -Added the Piano as a music instrument
  • -Added more safe house objects including instruments
  • -Added the juke box
  • -Special Safe House Objects are now unlockable by spotting them on pine island
  • -Rewrote the radiation effects, which start with slight sickness due to radiation poisoning after 15 percent
  • Few minor edits like a stage for the safe house keeper to play music on
  • The Junkyard in the gamma time line is no ruined
  • Localised missing translation of a part of the first encounter with Crimson in ACT II in during the Tower quest
  • Fixed the random combat triggering
  • Fixed any override from being able to be inserted into the car after it has been moved out by Bill the Mechanic
  • Fixed missing key bindings from being not applied
  • Fixed the inability to save in the safe house
  • Fixed the ability of getting the timeline chips before the end of the main story
  • Fixed a bug where in Edward would chase down citizen in the ACT II city
  • Fixed the mansion explosion bug, where in you could die after the mansion has already kaboomed
  • Fixed the goblet from the Viking Quest from appearing before the quest
  • Fixed held items from blocking the player whilst walking
  • Fixed the arcade
  • Fixed the missing lamp in the sewer during ACT II
  • Fixed a missing refresh event which happens at time when trading with the safe house trader
    p1
  • Added a political world map to the schools class room
  • Fixed the gun jittering when moving around
  • Fixed the misplaced names on some of the safe house objects
  • Fixed the lamps for the safe house
  • Some alterations and additions to the Sea Map
  • Locked Mim back into the Cutrooms hopefully


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s̸̠͒t̵̲̰̣̋a̴͎̗͈͗͗ỳ̸̢̲͝ ̶̭̀̐̄t̷̬͔̾̇͘û̸̼͋͊n̶͇̍͝ē̷͍͑̈́d̷̪̾̂̐ ̵̛̛̟̞̀ḧ̶̢̡̝́u̸̘̪̺͌͆̂ḙ̵͊ ̵̲͔̳̊͘h̶̛̪̣̖͊̐u̵͕̥͝e̶̢͊̀̚.̸͉̯̻̀̔̏.̵̰̔.̶͍̓̓̅