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Patch Notes 0.62

Hello there dear players!

Here are the patchnotes for the past days.

Cheers
-Erathor

p1-2
-Minor fixes to shaders and materials
p3
-Fixed a few roads from appearing before 1920
-Added stone tablets to the Accordion underground level
p4
-Fixed the pink coffee mugs and cars
-Fixed a few misconceptions about what to do at the henry quest
p5
-Fixes to the facility quest and the missing quest not triggering
-More fixes to pink missing materials

V 0.62 || Custom Key Binding || PSX Mode

The first of a number of updates for this roadmap has just been released.

One of the main changes has been the inclusion of custom keybinding and revamps to the pause menu.


Partial controller support is not ready yet, but it should be added in the next major update.
Once that releases, the controller support will not have custom key biding for now, but it may get added in the future.

Another fun addition is the PSX mode, giving you possibly some nostalgic feelings from the late 90s.
While it is not quite finished yet, you can have it as a kind of preview.



Some of the jittery vertecies effect (originally in the psx due to no floating percission) has to be set up yet in the right way. I am stitching together different pieces of shader variants for retro effects, to get the perfect presentation working. Stay tuned on that for more!

The next update will include revamps to the Accordion Man quest (hold off before playing it therefore).
I also want to another new side quest coming along.
The question is, who is the dude...?

The change log is displayed below as usual.

Cheers and God bless
-Erathor

November 23rd 2020 0.62
  • Added custom key binding
  • Added the PSX styled Graphics Mode (Just a preview but still)
  • Gave Banker Bot an original new face
  • Revamped the pause menu
  • Some clean up to the GC allocation
  • Raised the volume of the Wastebail achievement Narrator
  • Fixed the amount of reflection updates to the proximity of the player (Possibly reducing mini frame freezes)
  • Fixed npcs from walking through buildings at edwards backyard
  • Fixed npcs from flying behind the courthouse
  • Fixed the small palms at the main street
  • Fixed a few more typos
  • Fixed Edward from spawning in air when landing in ACT III pine lake
  • Fixed Bernd from not selling anything in ACT III
  • Fixed the fusion cell from still having glowing textures even if uncharged

Patch#6 & Plans for the next updates :D

Hello there fellow players.

We want to share a bit about our plans for the coming updates in the following weeks...
  • Custom Keybinding (coming out either this or next week)
  • A revamped pause menu
  • Revamp the Accordion Man Quest
  • Add the Dude Quest (one of at least 4-6 side quests currently planned)
  • Major revamps to landscape and locations
  • A general dash at a performance overhaul

And of course the occasional bux fixes.
Stay tuned because there is more coming :D
Below are the patch notes.

Cheers and God bless.

- Lost in Days Studio
-------------------------------------------------------------------------------------------------------------
p6
-Bernd in ACT II sells the magnetometer now as well at a discount price
-Fixed the time meter from triggering the alarm too early
-Fixed the wrong Questlog update for henries missing quest
-Fixed problems with the mansion not appearing correctly after the crater should appear
-Fixed the flying train station appearing in earlier years
-Fixed the open entrance at the back of the school
-Fixed your other self from not appearing in the past
-Fixed the issue where some players were not able to talk to Edward for the courthouse meeting at 2 AM(increased the time frame in which the quest can be absolved)
-Fixed a few more typos

ACT III Release Patch is incoming

Hello fellow players, I recently saw many comments about bugs.

Some have been reported due to being on the unstable test branch, which is as the name suggests experimental and not the official version. I removed that one from the public now, so you should be automatically moved to the default version.

There is a list of fixes soon coming to the default version.

Hope you will enjoy ACT III :)

Cheers and God bless.

p1
-Fixed the Gratulations Note from appearing instead of the useful notes
p2
-Spelling Mistakes
-Minor fixes to the story
p3
-Fixed the broken interactions
-Fixed the flying people at ACT III's courthouse
-Fixed the rattling from continuing after the PiratesQuest was finished
-Made the Elevator Shaft Climb slower
-Fixed the native leader from talking to you even without oloomooloo
-Fixed the spider rattling after the quest was finished
p4
-Fixed Athor from running away after falling down the pipes in ACT II
-Added a GamePadMode Toggle (Press LeftCtrl + G)

ACT III Release planned for this week!

Greetings fellow players!


Well finally we are here. ACT III is planned to release on thursday this week.
November 12th to give you a number :)

The update will include a new save system which means, if you want to continue your old save game, you need to switch to the legacy branch. This version of the game will be the current default one before the release of ACT III.

A new save system also means that you need to restart your game. But trust me it will REALLY pay off.
While the default branch did not get any new updates for a while, this update will include big revamps to ACT I and II. A big overhaul to the visuals of the AI cars. and inner workings! More things to do, and explore!
Being able to experience the story leading up to ACT III in a new and revisioned way!

Here is the official and final trailer for No Time's Main Story:
https://youtu.be/Ce8cFBocvKc?list=PLViudMPECwSsA6hZj5NZ_5fZSGmctnX9e

I am also announcing a possible long play on saturday. You can find more info about it in our Discord Community :)
https://discord.gg/73S46Gs
Now here is a summary of the full changelog.

Cheers and God bless.

-Lost in Days Studio

Full changelog including the revamps:
(a more detailed changelog as to the additions and revamps will be found in the local installation folder)

ROUGH OVERVIEW OF THE ADDITIONS
  • Added ACT III, the last chapter of the NO TIME main story.
  • Added Time Wipe Events
  • Added more cars to the future
  • Added reflection probes
  • Added more achievements for ACT III
  • Added ore mining
  • Added a fanfare when learning new craftable objects
  • Added more variety to the Yebay Station
  • Added a gamma, contrast slider and a bloom toggle for the graphics menu
  • Added the swamp monster to ACT III 300 BC
  • Added more blueprints to be found throughout the story
  • Added sounds to the metal bar doors.
  • Added corresponding labels/signs to all stages of the police department
  • Added new lightning effects to the surrounding clouds and ATMO Exchange smog, visual additions to alternate reality landscapes. New locations. More music. In part due to the revamps.
  • Added sun rays to sun and moon


ROUGH OVERVIEW OF THE REVAMPS
  • REVAMPED ACT I AND II (capital letters, because a lot has been added)
  • Slight Revamps to the UI
  • Revamped the weapon handling
  • Revamped the Thunderous Matters quest
  • Revamped the Gun quest
  • Revamped the Enhancements Quest
  • Revamped many items appearance
  • Revamped most of the characters shading
  • Revamped the cars interior (Also added floor windows for the hover conversion)
  • Revamped the savesystem with the addition of multiple save files and auto saves
  • Changes and additions to the mechanics menu (Exchanged the car shape option with a time machine positioning option)
  • Many of the quests have been made time tracked (For instance as long as you are in ACT I you can revisit the weather machine debacle on the hill)
  • Revamped a few items visuals
  • Revamped the interior of Tower I
  • Revamped the Seeker Bots AI and visuals.


FIXES
  • A few more performance improvements/fixed
  • A few typo/spelling fixes
  • A few fixes for CITY I (Level Design, AI, ...)
  • Fixed the stepping sounds when on the leviboard
  • Fixed the Color Menu Handle being off
  • Fixed Luke from not triggering the Elanor Quest in 2014
  • Fixed the lamp from disappearing/reappearing upon toggling
  • Fixed problem with sir atoms spawning with your items
  • Finally Fixed the Sequence of Athor falling through a draining Pipe in ACT II
  • Fixed the lamp from falling through the floor
  • Fixed the flying fish
  • Fixed the npc blinking
  • Fixed a few spelling mistakes
  • Fixed the jump trigger from being toggled upon space bar release
  • Fixed the spamming of elevator buttons resulting in the disappearance of npc's
  • Fixed the ramp at the facilities tunnels
  • Fixed the camera inside the car from being stuck when switching from 3rd person to 1st during flight
  • Fixed the bug where the motor is still going after getting out of the car
  • Fixed Mr. Crafty from leaving items behind at times
  • Fixed the car from crashing into another self in the void
  • Fixed the gun from not dropping after receiving a new item. No more anti gravity coffee from Mr. Coffee
  • Fixed the bugged front doors of the facility
  • Fixed the street lamps in 1795
  • Fixed the spelling mistake "resque"
  • Fixed the car bugging out when pausing or at distance
  • Fixed the the occasional blocked exit at the ACT II introduction
  • Fixed the the wrong buildings from appearing in the wrong time frames
  • Fixed the item duplication upon drop
  • Fixed the Car Flipper


--other--
  • A few postprocessing fixes
  • A few color adjustments
  • A few additions to the prologue story
  • Performance boost for night time city lighting
  • A few alterations to old edwards face
  • Exchanged the uranium voice line of the narrator, to mention the front of the car
  • Lowered the jet approach for the sewer route
  • Revamped the Smugglers Hideout and functionality
  • Added a supression field to any hover vehicle below a certain altitute for post 1990s
  • Visual Revamps to the UI
  • Added the event, where fredich is the "first" human to climb the mountain Uroruh
  • Fixed the achievements from not triggering
  • Fixes for the facility and prologue quest
  • Made the Car Flipper a craft able item to be unlocked