V0.978 | Multiplayer Fencing | World Editor Updates | Bug Fixes
[h2]Hello fellow players![/h2][h3][/h3][h3]Today I announce a regular monthly update with fixes and new cool additions to the game![/h3][h3][/h3][h2]Multiplayer Fencing[/h2][p][/p][p]
[/p][p]Now you can test your sword capabilities against your friends![/p][p]
[/p][p][/p][p]A health bar should be now displayed above their heads.[/p][p]This comes along with several time story/ multiplayer bug fixes.[/p][p][/p][h2]Crashing against Multiplayer Cars.[/h2][p][/p][p]
[/p][p]This should now work nicely with an added knock-back effect to prevent the player from being driven over by a static time tracked version of your friend![/p][p][/p][h2]World Editor Updates.[/h2][p]Along with some travel bug fixes like the issue with the water level a few[/p][p]new additions have been made![/p][p]You can now add traffic to your world mod! First place a traffic system.[/p][p]
[/p][p]Spawn in nodes and parent them to the traffic system to create a loop.[/p][p]
[/p][p]Voila, you have working traffic![/p][p]
[/p][p]Traffic lights are available in a cross roads or t shape crossing formation.[/p][p][/p][h2]Safe-house additions & other goodies[/h2][p][/p][p]
[/p][p]Your plc now makes use of of the Manhofer Satellite to locate ore veins![/p][p]This should be useful when stranded and in need for uranium for instance.[/p][p][/p][p]You are now able to place trash bins (for item disposal), chests and make use of a gold stash.[/p][p]
[/p][p]This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.[/p][p][/p][p]
[/p][p]Gasoline explodes upon shooting![/p][p][/p][p]The aquarium is now fixed and has all kinds of marine life in it![/p][p][/p][h2]Next updates.[/h2][p][/p][p]3000AD[/p][p]
[/p][p]The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.[/p][p]This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.[/p][p]Meaning you may see some more nice vistas before the ground level becomes a dingy place.[/p][p]What happens after 2300 will be a surprise though.[/p][p][/p][p]The End of the Story[/p][p]
[/p][p]I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.[/p][p][/p][p]Revamps/ Beta & New Tutorial Level[/p][p]This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta. [/p][p][/p][p]Another world editor update will allow you to create custom start scenarios, and as one of those scenarios I will create maybe a separate tutorial island[/p][p][/p][p]Updates after Beta[/p][p]After the game leaves Early Access, it will continue to get regular updates, even in the content region.[/p][p]This will happen together with the reveal of my future space project.[/p][p]You can check some videos of this project here:[/p][p][/p][previewyoutube][/previewyoutube][h3]The plan is to enhance the core structure with a ground fps shooter element, and potential multiplayer modes. An update Demo is planned.[/h3][p][/p][h2]I hope you like these new additions and bug fixes, below is the full change log for you to inspect.[/h2][h2]Enjoy and good luck on your time travel adventures! And God bless.[/h2][h2]-Erathor[/h2][p][/p][p]July 8th V0.978[/p]
- [p]Added melee combat to multiplayer[/p]
- [p]Added health bars for players in Multiplayer[/p]
- [p]Added an ore scanning feature to the plc map viewer[/p]
- [p]Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader[/p]
- [p]Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui[/p]
- [p]Added placable safehouse chests[/p]
- [p]Added gasoline explodes[/p]
- [p]Added the ability to use vertical jets even with hovermode off[/p]
- [p]Added small coin types to imperial currency[/p]
- [p]Added the ability to charge a lightning rod with a lightning gun[/p]
- [p]Added traffic lights to the world editor[/p]
- [p]Added traffic systems (car route spawners) to the world editor[/p]
- [p]Added the ability to lower the size of the trigger box when you hit a mod world border[/p]
- [p]Changed the maximum character amount of a box name to 16[/p]
- [p]Revamped and fixed the aquarium of 2050[/p]
- [p]Increased car break strength[/p]
- [p]Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story[/p]
- [p]Fixed items unloading spawned items when putting them into boxes, without first having picked them up[/p]
- [p]Fixed the wheels from hanging too low[/p]
- [p]Fixed in landing mode pause and then unpause, wheels stop working[/p]
- [p]Fixed time speeder on lower framerates from making the car jumpy[/p]
- [p]Fixed the ability for multiplayer cars to phase through your car[/p]
- [p]Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back[/p]
- [p]Fixed campfire item not recognizing natural ground[/p]
- [p]Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car[/p]
- [p]Fixed the german translation of the DG research notes[/p]
- [p]Fixed the german translation for ACT4 during the picking of companions[/p]
- [p]Fixed the inability to get the no time end achievements after finishing act4[/p]
- [p]Fixed the blue safehouse trader level preview[/p]
- [p]Fixed the regular wobble of the car every few seconds[/p]
- [p]Fixes to missing past self cars when loading from a save[/p]
- [p]Fixed the meta keys appearance[/p]
- [p]Fixed some spelling mistakes[/p]
- [p]Fixed driving while drunk being possible[/p]
- [p]Fixed the lag in the sandbox menu[/p]
- [p]Fixed the speedometer from going to 0 instantly when braking[/p]
- [p]Fixed the drumset seating position[/p]
- [p]Fixed the waterlevel being above the mountains when returning from a mod world to pine island[/p]
- [p]Fixed epa car mounted shooting is triggered from past self or multiplayer cars[/p]

Head to your car dealer and switch out the model for one with different specs. This is now also the way car mods are obtained in game. Not as reskins, but as in game car mods, with their own in game prefixes and specs that can be changed.




Car damage gets procedurally applied to the car via simple mesh deformations. Your car mods can also have the deformation feature applied in the editor, by selecting the specific mesh you want to be visual.



And edit it to your liking
Add housing or custom meshes and tell the game if it should only appear during a specific time period
You can travel to any level, by selecting it on the new world map. A level addon has a longitude/latitude coordinate, so you will be able to place your map anywhere on the world map.
Double click on the map marker and fly towards the direction!
If your level has a ship or airport connection, you will be able to connect to it that way.
New futuristic cars can be seen on pine island.
And new cosmetic wheels that come along with them.
Even though I said cosmetic, most of the new wheels are available in the future and essentially allow an increased flight ability.
I call this one the metal knight. You can see the new real time reflections pretty well on this one
This one is the snow white rider setup.
These sets of wheels will allow you better tracking across the field!
New technology merges with old technology in 2014 Pine Lake.
You can now host your sessions on a public list that anyone can join.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called
Planes regularly take off the island to land in other regions.
The future has hover ships.
Cape Dun has it's own dedicated harbor in the north after the 1600s commence.
Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day