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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


T̷͉̋̓͌h̵̼̠̓͊̕ͅi̴̢̛͚̜s̸͕̀̾͝ ̶̝̥̮̀ĩ̷̜̘̘̉s̴̫͛ ̴̨͇͊͜M̸̲̜̻͌̎͆Į̶̳͐̊̈Ḿ̸̠̚ ̶̫̥͖̉Ę̴͖͗r̵̙͇͛ȁ̴̮̬͔͝͝t̶̥͈̳̔͘h̴̜͑ỏ̵͕̣̩r̷̡̙̿́ ̴̢͔̭͛͆͐w̸͉͆̉̉i̶̬̻͌̀͝l̷͈̰̲̓͌l̴̲̫̫̃̅ ̶͓͈̾n̴̯͕͌͑̾ẻ̵̤̊͘v̷̹̭͑̅̅e̵̡̺̪̎̈́͘ṙ̵̼̣͜ ̴̪͘͘b̵͙̺̯́̀͠ë̶̘̱̩́̒̎ ̴̦͈̔͒̋á̶͠ͅb̵̰̜̀̊l̷̲̤͌͐̈́e̴͔͗͛̑ ̴̺̗̀̒̍t̶̝̾̕o̸̠̳͆ͅ ̸̜͒̚#̷̬͆̀͒+̴͔̔̉*̷̦̰̐̆͛~̴͚̽
s̸̠͒t̵̲̰̣̋a̴͎̗͈͗͗ỳ̸̢̲͝ ̶̭̀̐̄t̷̬͔̾̇͘û̸̼͋͊n̶͇̍͝ē̷͍͑̈́d̷̪̾̂̐ ̵̛̛̟̞̀ḧ̶̢̡̝́u̸̘̪̺͌͆̂ḙ̵͊ ̵̲͔̳̊͘h̶̛̪̣̖͊̐u̵͕̥͝e̶̢͊̀̚.̸͉̯̻̀̔̏.̵̰̔.̶͍̓̓̅

V0.75 | Mini Update | Safe House Customisation

[h2]Hello fellow players! [/h2]

[h3] I've spent the past few days working on this months second mini update, which has a few new and pretty cool key features in it!

I am sure you will have as much fun playing with the new in game tools as I had working on them![/h3]



[h3]You are now able to customise your safe house in various ways!
[/h3]


[h3]At times a trader approaches your safe house. He is the main source of safe house customisation![/h3]

[h3]You have to pay him in gold however, so safe house related things are definitely aimed towards mid to late game as you earned enough gold ^^

(I suggest making use of the inflated gold price in the future) [/h3]


[h3]After purchasing an item you can access it from your home inventory. By toggling the building mode you will be able to place it![/h3]

[h3]You can also make your safe house switch environments, which costs a bit more. You will have reenter the safehouse during time travel in order for the change to take effect. I personally like the spider cove environment the most. It is a supposed location to the south of Pine Island.

You can now simply touch the barrier surrounding your safe house in order to return to the main pine island world!

More of that sort along with more furniture and unlockable objects are coming in future updates!

Hope you enjoy, God bless!
-Erathor
[/h3]
June 30th 0.75
  • Added Safe House Customisation along with new custom environments
  • Added the spider cove entry into the geography book
  • Added automatic Safe House exit after crossing the safe house border
  • Localised the Yebay station
  • Made the Safe House Blueprint available from ACT I onwards after you unlock the hover mode
  • Graphical revamps to shelfs
  • Fixed some of the street lod texturing
  • Fixed the safe house quest
  • Fixed some more grammar mistakes with the help of OPA

V0.745 || OBSERVATORY; World Content Update; Poopy Pants Daycare!

[h2]Hello fellow players!
This part one of an update, which I originally wanted to release as one chunk.[/h2]

The theme of this update and the next one is all about world content.

The observatory and Athor Estate.

Fredich's Estate got a face lift, he now has his own manor and an observatory up on the hill.
You can visit and use it if you got the Athor Estate key! Fredich also has a Daycycle now so you will see him go to bed during the night.

Junk n Inventions dealer Teddy.

You can sell Teddy most of your inventions at his stand underneath bridge town.
He also sells you components or metal parts if need be for a lower price.

The Island also has a Junk Yard now so if you are in need of spare parts you could look there, how ever scavanging at the junk yard may become a bit more dangerous in the coming update.


I've implemented a new window material shader which is supposed to fake interiors inside buildings.
The city lamps also received a similar revamp.


Another addition is a proper map marker system. You hover over them and they reveal the names, which in turn aids in making the map less cluttered with having all the names displayed at the same time.
The map marker symbols can be also modded as they are accessable from the texture file system.

Recently someone big has played the game again so I welcome all new players to the game!

The streamer in question was called Jerma, so I ended up making him a thank you plush toy which can be bought at the 6/12!



E̸̲͝r̷̞̓a̷̝͛t̷̙̾h̶̙̋ö̷̮́ȑ̸̯ ̶̱̈́h̵̜͐a̵̦͝s̵̈́͜ṉ̴͐'̸̟͗t̸̛̗ ̵͚͐f̶͕̆o̸͍͝u̶̹͂n̵̺̍d̶̙̓ ̷̞͝t̸̨̓ḩ̸͝e̷͇͘ ̶̲̿g̵̱̔l̴͙̐i̷̼̿t̷̺͒c̶̬̃ḥ̸͑.̸̗̈́ ̷͓̀C̸̟̒r̵̹̓ö̷̯́ŭ̶̢c̸̹̄h̴́͜ ̸̘̀j̸̋͜u̵͍͋m̶͕̒p̵̚͜ ̴̨̃i̶͔͒ṋ̸̈ẗ̸̨́ö̵͇ ̸̧̂ã̷̲ ̴̅͜t̴̛̜ï̵̦m̴̾ͅe̸̪͑ ̷͚̂f̷̢̔r̶̳̉á̵̭g̴̭͊m̴͚̔é̶̤n̴̮̈́t̵̺̆ ̶̠͝a̷̞͋ṉ̶͘d̴̛̺ ̷̬͛y̸̻͠o̴̰̕u̵̗͘ ̵͙̐w̷̬̓ĩ̸̢l̶̹̒l̵̳̅ ̵̕͜s̵̨̄ê̷̘e̴̼͠,̴̙̿
- ̴̠́M̸̬͛ȉ̴͚m̸̭̃.̶̟̂

[h2]As per usual the full changelog can be found below.
Enjoy the new additions and stay tuned for the next one!
-Erathor[/h2]

June 10th 0.745
  • Added Map Marker Icons (Moddable)
  • Added fake window interior shaders
  • Added Hank the 1920s-1970s Goods Store Owner in Pine Lake
  • Added Teddie, the scrap/ invention trader
  • Added procedurally spawned trees for park hill and other areas
  • Added sleeping animations for few npcs
  • Added some furniture to mincies teashop
  • Added a telescope to Athors Estate, unlockable via key
  • Added a milkyway starscape which fades away during the 1900s due to luminance pollution
  • Added the pine lake junk yard
  • Added the poopy pants day care
  • Revamped the Athor Estate
  • Revamped the native ruins and the old forest
  • Revamped City Lights
  • Revamped the wood.jpg texture
  • Made the time table text twice as big so that initial players won't overlook it
  • Rewrite to some of the characters in the story for better believability and character development
  • The time jet which crashed in 300bc is going to turn buried under stone and sand in the future
  • The golden goblet can be now sold at the banker
  • Potential Fix for the stroke bug animation when npcs sit on chairs
  • Fixed an issue where in you could not time travel after giving Edward the radio stuff in ACT III
  • Fixed the missing text on the hover placates
  • Fixes to some of the predator AI behavior
  • Fixed Sandy from jumping up and down all the time
  • Fixes to the car gravity generator in the car

p1
  • Added a Jerma plush
  • Fixed the inability of exiting the safe house dimension
  • Fixed a graphics bug with a wall in cape dun

Playing the Game/ Watch the Dev work on the game

[h2]I thought I play the game myself today hope to see you there![/h2]

V 0.74 PATCH NOTES

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

This past week there were many patches especially for the Wild West quest and some older known bugs.
The changelog is listed below. If there be no major bugs left I will start development on the next update by next week.


[h2]Cheers guys and God bless.
-Erathor[/h2]

May 20th 2022 0.74

    p1
  • Fixed the quest trigger dialogue option from being able to be triggered indefinitely
  • Fixed the lamp posts of byroad from flying mid air
  • Fixed some of the fragments in 1970 from being underground
  • Fixed the invisible Westwood during the sequence
  • Fixed the issue where guys on horses would ask you for a job
    p2
  • Fixed the camera issue with the background moon wobble
  • Fixed the train stop at byroad
  • Fixed an issue where in Jupiter would not exist in the ACT III sequence
  • Fixed the language missing line backup function
    p3
  • Fixed citizen from riding horses in the 80s through the town
  • Fixed the time travel train from not appearing in 2014 if unstopped
  • Fixed Westwood from saying the wrong lines before the epic fight
    p4
  • Added some more hints to make the agent cave more apparent
  • Fixed Npcs from standing still
  • Fixed Westwoods horse animation
  • Fixed some of the navmeshing around Cape Dun
  • p5
  • Now you only get money from those you took out
  • Fixed the camera wobble when inside the car
  • Fixed the django shootout sequence
  • Fixed the random spawning about horses
  • Fixed most of the flying npcs bug
    p6
  • Fixed the invisible wall in cape dun
  • Fixed the fly up bug when opening a menu
  • The PLC can't be opened during free fall
  • Fixed missing fall damage
  • Fixed Westwoods weird riding inside horse pose
    p7
  • Fixed the jittery npcs
  • Transferred Legacy Ben to the Cutrooms
    p8
  • Fixed a bug in the last stage quest which kept you from finishing the time travel chasers
    p9
  • Fixed for all new players that the time slower is unlocked from the start
  • Fixed horse carrying for not purchased horses
    p10
  • Fixed Rhogur from being invisible
  • Fixed the cracks in the car remaining after the Last Stage Quest
    p11
  • Fixed leviboard physics
  • Fixed Westwood from following you in the Wild West Quest before you defeated the agent in the beginning
  • Tried a potential fix for the copy machine
    p12
  • Fixed npcs on horses from giving you job offers
  • Fixed the enemy npcs from having no combat animations
  • Fixed the agents hideout from existing in the future
  • Decreased the spawn rate of horses


...Boy that was alot of work this week.