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PATCH NOTES V0.86 P13 (UPDATED)

[h3]Hello fellow players!

I had to do another big patch just as I was in the middle of working on the next update, hence the big data difference compared to the last patches.

Here are the patch notes from last week![/h3]

[h3]God bless![/h3]


    p1
  • Added a little photo to Edds lab as an easteregg to him testing a prototype EPA
  • Fixed some issues with items as well as the broken Mr Crafty System
    p2
  • Added a CCORP Sign to AREA One's Entrance
  • Fixed a few performance issues with ui canvases and your past selves cars creating overhead
  • Fixed the elevator in Area One
  • Fixed edwards laser from shooting off cursor
    p3
  • Fixed the non moving car wheels
  • Fixes to the car physics
  • Fixed the miniature computing units
    p4
  • Fixed the spelling of a quest entry in the Fred Radio Quest
  • Fixed the remote car controller
  • Fixed some bugs in regards to police men being able to glitch out the UI via trying to talk to you
  • Fixed some issues with being able to talk to knocked out people
  • Fixed some bugs which would make the Diverting quest impossible to be completed
  • Fixed the save stations
  • Fixes to the Noir Quest
  • Fixed the PLC Off Button
  • Lowered the damage afflicted to the car by enemy bullets
    p5
  • Fixes to the last stage quest
  • Fixed the Warning Sequence from being broken
  • Fixed some raycasting issues
  • Fixed the bug where police beaten up by enemies would give you an infraction
  • Fixed the AI Cars wheels from rotating backwards
  • Fixed the AI Cars from being unable to drive over bridges
  • Fixed the past self from only displaying sitting animations even if on the levi board or horse
  • Fixed the hat textures of the citizen
    p6
  • Police wont halt you instantly if you drive high speed in your car
  • Disabled the police officer in the Pine Lake office building
  • Increased the Workshop scrollbar range
  • A fix for AMD users during the Diverting Actions Quest (Putting the medal into the machine would break the quest)
  • -Fixed dropped items from triggering the notification multiple times
  • -Fixed mounted weapons from disappearing upon time machine switching at the mechanic
    p7
  • -Revamped the plasma bolts appearance
  • -Fixed the hit sound when picking up items (no more jumpscares)
  • -Fixed it so your car weapons wont shoot if in the Questlog or Savemenu
  • -Fixed the training bot
  • -Police now react to your timetravel jump if they are only immediately next to you
    p8
  • Added st. Jude satues all over pine island. Without his intercession the game would have never become anywhere popular.
  • Potentially fixed the exit to menu and load last save function on AMD processors
    p9
  • -Fixed the campfire handling
  • Fixed the health of the medieval guards from covering the entire screen
  • Fixed the ocean/fog issues
  • Fixed the sand texture wrapping at sandies cave and another rock nearby
  • Fixed the windmill ruin collision
  • Fixed the spinning wheels whilst in hover mode after pressing pause
    p10
  • Added traffic lights
  • Added more interstate roads connecting the nooks and crannies of the island with appropriate road signs
  • Revamped the grass texture
  • Lowered the likelihood for lower collisions to cause damage on the car
  • Fixed the Fusion Station from being bugged into the wall in the gamma time line
  • Fixed the overlapping item names in the Mr. Crafty
  • Fixed the car mass center settings for the car to be at 0 (to avoid flips during hard breaks and turns)
  • Fixed the blocked car after doing an npc job
    p11
  • Fixed some performance impact of the levitation script on the hyperlane and various other scripts
  • Fixed raycasting issues where in the raycast would be block by the players collision
  • Revamped the walking animations
  • Fixed the floating road signs when bumped
  • Fixed the navmeshing issues with the terrain
    p12
  • Lowered the enemy car damage considerably
  • The car should not be halted by the police now if you move above 30mph
  • Fixed the weird line that appears when underwater
    p13
  • Fixed the crash effect from stretching all over the car
  • Fixed issues in the car combat script, spamming bullets

V0.86 | CAR COMBAT | POLICE UPDATE | NEW CAR PHYSICS

[h2]Hello fellow players![/h2]
[h3]
I've been working hard this past month to bring you a new update![/h3]
[h2]
Police patrol the cities!
[/h2]
[h3]The world reacts now to your actions more than ever! Be an upstanding citizen! And don't time travel in front of police men, it makes them nervous...[/h3]


[h2]"HALT YOU VIOLATED THE LAW!"[/h2]


[h3]Different kinds of police cars also roam the streets![/h3]

[h2]Car Combat![/h2]



[h3]
You can mount your EPA's onto your car now! This will be necessary as you may encounter either agent cars armed to the teeth, or bandit cars in the gamma timeline! Modders update your car mods![/h3]

[h3]...I've been playing Vigilante8 2nd Offense, it got me in the mood for this new feature.[/h3]

[h3]There are three Weapon Ports! Front sides (Primary) and top (Secondary)[/h3]

[h2]New Car Physics[/h2]

[h3]I was tired of unities car physics being not as controllable as I would like to.
It took me a bit of work and looking into some good introductions to custom solutions online.[/h3]

[h3]Hard work was put into not only recreating but also improving on the old system. Making it easier to drift and do all sorts of other things like being able to detect if the car drives on sand and have send smoke puff up from the wheels accordingly.[/h3]


[h3]Do a drift while accelerating holding down 'W' and then also holding 'S' at the same time.[/h3]


[h3]Spinning wheels whilst holding breaks.[/h3]

[h2]Area 1[/h2]


[h3]This place, north-west of byroad, is a stash of CCORP in the modern era. It has some secrets and experimental inventions hidden and stored away.[/h3]

[h2]
Sleeping! And new Player Animations
[/h2]


[h3]This new feature will allow you to skip nights! Now you can truly live out your campers dream in the wild![/h3]


[h3]Good night, sleep well, past self![/h3]


[h3]You will also be able to see new animations played by your past self![/h3]

[h2]Visual Revamps[/h2]


[h3]Your EPA has received a visual revamp! Its front coil will heat up when shot with[/h3]


[h3]The Levi Board has also a new sleek look![/h3]

[h2]I hope this update brings you joy, in a good way! Of course there is way more thing in this update so I listed it all below.
God bless!
[/h2]

May 31st V0.86
  • Added Custom Car Physics to the Mach3 and all NPC cars (previously I used default Unity car physics, which never yielded the wanted results)
  • Added a river which runs down from Mt. Uroruh, through the valley at bandit cave, running out in the east into the ocean
  • Added patrolling officers, which may charge you for slight infractions or put you into jail
  • Added Police Cars which patrol the streets from the 30s onward
  • Added Agent Hover Cars, which spawn at random chance if the timer clock is filled up
  • Added bandit cars to the gamma time line deserts
  • Added more variations of computers for the safe house (they also appear outside of the safehouse)
  • Added music to pre 1700 which is based on musical notes on the tilma image of Our Lady of Guadalupe
    (This short excerpt of music is what was written by God on Mary's shroud in the image that she gave to Juan Diego who presented it to his bishop as proof of Our Lady's having revealed herself to him atop Tepayec Hill on the outskirts of Mexico City in the year 1531. If you turn the shroud on its side and plot the stars on a musical sheet, this is the sound it makes.)
  • Added headlights, which turn on during the night, for the AI Cars
  • Added Area I
  • Added Isla de los tontos
  • Added the EPA Mini Gun
  • Added EPA docking ports to the car marked by yellow&black stripes (two primaries "left mouse" as well as a secondary "right mouse"))
  • Added heat source to exhaust particles (cooling exhaust)
  • Added working sleep functions for the prison, safe house and the ingame-world beds
  • Added sleeping, skating, sitting and riding animations to past selves
  • Added sleeping bag
  • Added billbord glow to street lights during nights
  • Added car Horns to the Npc Cars
  • Added Enemy Cars as spawnable through the sandbox menu
  • Added the Cremator to enemy spawn
  • Added an option for AMD Cpu's and lower end systems to disable time story in Gameplay Options
  • The menu level now displays what time you are loading to during the jump sequence
  • The month shorts on the time destination display are now localized (December: DEC in English, Dezember DEZ in German for instance)
  • EPA impacts on npcs now gives them a lighting shock effect
  • Increased potential LOD Draw Distance
  • Flash sabers now need ark alloy to be crafted
  • Your wheels now stir up smoke if driving through the desert, if driving on ice or snow, you will slide more
  • EPA's now reload when out of ammo
  • Revamped the Levi board Visuals
  • Revamped the jet board booster sound
  • Revamped the EPA visuals
  • You won't get damaged now whilst in dialogue (No dying due to animal or bandit attacks)
  • Increased the AI cars possible color intensity
  • Fixed the misleading quest entry for the House Dun Quest (have it in the 1760s instead of the 1770s)
  • Fixed the date crate from spawning outside of Byroad
  • Fixed the traffic around Byroad
  • Fixed the issue where Edward would not enter the car in the last stage quest after the Mechanic
  • Fixed various minor bugs to the House Dun Quest (missing dialogue entry at the end of the nutria fight, Marvin holding a spear at the table, added the missing musket on Marvins back when Fredich asks mockingly why Marvin wears all the gear, fixed Marving not offering the mini job option on sundays)
  • Potentially fixed the bug where in past self cars would not disappear after their displacement sequence
  • Fixed the missing rocks spawn on the moon and mars
  • Fixed the pink meatleg that Erombur hold during a sequence
  • Fixed the DUDE RESTAURANT from appearing even before the buildings founding year in Sandbox
    p2
  • Added a CCORP Sign to AREA One's Entrance
  • Fixed a few performance issues with ui canvases and your past selves cars creating overhead
  • Fixed the elevator in Area One
  • Fixed edwards laser from shooting offcursor
    p3
  • Fixed the non moving car wheels
  • Fixed the miniature computing units

V0.84 || House Dun Quest || Craftable Campfire || Graffiti & Car Revamps!

Hello fellow players!


[h2]A new side quest has released![/h2]

[h2]
Last January I was in House Assen, North Germany, where I spent a week in retreat.
It was a wild experience in many ways, so I wanted to put this little adventure into this side quest![/h2]


[h2]Yes the sequence with the hunt and throwing the spear is based on true events. As are the characters featured in this story.[/h2]


[h2]Head to Fort Dun during any point of the 20th or 21st century, you will see a statue there.
Interact with it to start the quest.[/h2]

[previewyoutube][/previewyoutube]
[h3]Chopping wood is an all new mini job! You can also do it at old Fredich's hut![/h3]
[h2]Seek out Marvin the Hunter, good luck on the hunt![/h2]


[h2]Whilst helping him out you will learn some new crafting recipes, like this campfire.
Now you can truly vibe with your pet spooder on the beaches of cape dun, gazing at the sun set![/h2]


[h2]Last month I've initiated a contest on our Discord Community Server!
This time around I invited players to contribute their own graffiti, which spawns procedurally on building walls![/h2]

[h2]If you want to take part in the next event, hop over to the Discord Server and stay tuned![/h2]


[h2]There are points of interest all around pine island, see if you can spot them!
  • South Stone Geyser.
  • The three gas stations
  • The Super Donut Stand!
  • The crater
[/h2]


[h2]Bills Garage got a new face lift![/h2]


[h2]
NPC Cars now come in all possible colors, and sport some new good looking textures![/h2]
[h2]I've even added this new Palomino 12![/h2]

[h2]Next update might be an even more interesting one so stay tuned and God bless![/h2]


May 6th V0.84
  • Added the House Dun Quest (1760s-70s in Fort Dun)
  • Added craftable campfire and stefans special mixture
  • Added the new wood chopping mini job to fort dun and other regions (Fredich 1970 and Marvin in Fort Dun 1760)
  • Added graffiti which procedurally spawns on some buildings and back alleys after 1975
    (contributions to the graffiti art in the credits)
  • Added some painted stones to the viking village based on pictures I took in a viking village back in 2014 in wolin, Poland
  • Added an old impact crater to Owens desert
  • Added GAS Stations to Byroad, Cape Dun and at the bridge south of Pine Lake
  • Added the super donuts stand to Owens desert
  • Added hot springs and a geyser to the south of pine island
  • Added more useful tips to the loading screen (compass hotkey and lamps as secondary items and more...)
  • Added the Palomino 12 (Future Car)
  • Added car plates
  • Added destructible fences to the neighborhood homes
  • Increased AI Car Speeds a touch
  • Revamped all cars with new textures
  • Cars now appear in all possible random colors
  • Streetlamps now turn off when rammed by a car
  • Revamped the lamp item
  • Decreased Fall Damage by half
  • Nutrias are now set as night active
  • Campfires now give off heat
  • Revamped Bills Mechanic Place
  • learning a blueprint now displays the item icon you just unlocked in the in game message
  • Made the cross hair a bit smaller
  • If a box falls out whilst traveling in the car you will get a notification
  • Lowered the gold price by 500 for the 70s
  • Decreased Fog density a tad so that you can still see St.Andrey
  • Fixed the campfire in the old forest, where the bandits are, from being in the ground
  • Fixed the texture for the big campfire
  • Fixed the EPA Blueprint from being inside the crate in the Gamma Timeline
  • Fixed the random item spawner (you can now find coconuts more likely)
  • Fixed the excessive scale of the wolfs
  • Fixed it so no animal can knock out a fence now
  • Fixed an issue in ACT 3 where the robot defense sequence would never progress

PATCH NOTES

[h2]Hello fellow players, here are the latest patch notes after the update dropped on friday.
Make sure to check out the news on the 0.83 update![/h2]

Link to the new update announcement



    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
    p3
  • Fixed Edwards stuff from appearing in his basement during the 80s
  • Fixed the broken prologue due to the time chip not working
    p4
  • Fixed the trees 2387 bc from covering the view too much
  • Fixed the last stage quest from being broken during the chase sequence
  • Fixed moon gravity on earth when reloading a save from the moon
  • Fixed the infinite box capacity bug
  • Fixed putting spawned items directly into the box without interacting from not saving them
  • Fixed the safe house chip from not working if another you is nearby

[h2]
Good luck on your time travel adventures![/h2]

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