There have been a number of patches in the past days so here are the change notes!
It has come to my attention by the reports of some players that the workshop upload stopped working. I hope with today's fix this issue gets resolved :)
Make sure to try out the the little preview into some of the revamps I am working on in regards to the time agents, and how they may function in the future.
The small preview includes a remake of the rules when agents spawn.
Once the clock goes full they spawn in, in future updates the clock can fill up three times, which each level adding different kinds of time agents.
A future addition in a soon to come mini update will in part tie into the next Westwood Side Quest. Namely if you get defeated, you may get transported to a secret hideout of the Agents, which will play a role in the Westwood Side Quest.
Below are the patch and change notes.
Cheers and God bless: March 15th 2022 0.72
Cruisemode/ Boost mode has to be now unlocked just like the hover conversion itself
Changed the lightning to last now 100 seconds to be exact, instead of a random amount of time
Added zero gravity inside car
Fixed the blur explode since it didn't occur on occasion of your other self seeing you
Fixed A bug in the elanor quest, where in Sandy would have the flower before getting it e.g. (Quest was finished in 2020, but sandy has flower in 2014 already)
Translated other selves reactions into German
Translated the time table into German
Translated the Mechanics remarks into German
Disabled PSX mode for now p1
Fixes to the train
Fixes to the car anti gravity p2
Fixed the jump sound triple trigger
Fixed some of the non loading color palette materials p3
Fixes to the Viking Quest p4
Fixed more typos
Fixed some level editing mistakes p5
Fixed more typos
Fixed flying Edward in ACT III Welcome to Pine Lake
Fixed the stairs in the school and the 1989 facility
Fixed the car from being mute if getting back after a time
Fixed the time input from being lower case p6
A minor revamp to the time agent spawn system
Translated the time agent remarks into German
Fixed global fog from creating artifacts in the menu when on the lowest graphics setting
I've worked quite hard this month to get you this unique update!
The No Time Workshop
As promised for this months update I am happy to announce that the foundation for the first Workshop mods has been laid out! Given that the Steamworks Workshop documentation is not the most thorough by popular opinion. But with the help of some community posts from other users and Taelyn from Eleon Game Studios I finally managed to get it working. You can create custom sound packs and language packs! I am happy that some mods have already been created and I count on you guys to make great content over there.
This is merely a foundation for other mod types to come in the future! New mod types like texture packs, custom car models and maybe eventually even world addons. How to upload the mod you ask? Heres a simple and quick tutorial:
No Time is finally also available in the German language!
Other languages are also planned, but will be likely be developed in the workshop independently of the main game till the game has been finalised.
And Finally PLC Cheats are a thing!
In the PLC you create another .eee file then you type into it.
cococrab cocohelp
Then save and execute. This will prompt you with a list of available commands.
Initially there were no cheats since the story was still in development and I wanted to keep the suspense.
But now that the main story at least is out, I'll be able to reopen that part of the game to you!
Enjoy! This update was more on the technical but still very important for future content.
Expect next update to be about the wild west and possibly the last major narrative side quest to be added before the Epilogue. Full change log below.
Stay tuned, God bless.
-Erathor
March 1st 2022 0.71
Added workshop support (as of now custom language and sound packs as well as texture packs)
Added the translation of No Time into German
Added cheatcodes to the plc execute code lines "cococrab" and then "cocohelp"
Updated the Main Menu Credits to be in line with the credits scroll in game
Changed the Fusion Cell Sign to be an electric warning sign, since it is not actually radioactive
All comics have been remade
Fixes to the PLC Code Execution
Fixed the train track from not appearing in the ACT II time line
Fixed missing spacing on the info board on main street
Fixed a bug where in default all trade buttons would be visible at start
Fixed some typos
Fixed the car from freaking out after returning from pausing the game after a while
Fixed an issue where Edward could get stuck while at the left right sequence
Fixed a bug where Edward would say Michaels Dialogue in Act 3s Welcome to Pine Lake p1
Fixed an issue after deleting a sound pack would hang up the workshop menu p2
Reimplemented the Legal Agreement popup when uploading a mod
Added a check for lower end pcs with vram below 500mb, which will set volumetric clouds and lightmaps to false by default
Mode the package loading sequence before the main menu
Fixed the bug where in creating a new item int he workshop menu would show the wrong item
Fixed the weird noise on the ui font in the main menu
Fixed the workshop menu so that you cant upload a mod without giving it a name first
Fixed the deletion of the Temp folder in the mods directory if it already exists, to prevent hanging of the mod loading process due to the exception throwing the directory already existing
New features for the trains include arrival announcements, time plans, train passengers getting in and out of the wagons. And lastly a revamped timeline system for train as well which allowed me to create new train stations, spread across the map of Pine Island!
The Steam Locomotive 1870s 1950s Passenger Train And the well known 2014 Hover Train! The PLC received a big overhaul in looks and function. The current date is now displayed on the bottom, making it easier to distinguish the current time with the required quest time! You can now write custom notes in your journal and even write little code pieces. This new feature is especially interesting and important for the future. With the implantation of the Mini Script interpreter, this is now possible! The idea is that in future updates you could make or buy cartridges with specific codes, to hack or bypass systems (If you wanted to go down that route) Or play games on it, written by other players!
This could also open the doors for possible custom code mods for AI or other interesting things of the like in future updates, so stay tuned in that regard! Here is some reference material if you want to try it out on the PLC! A hello world example code should appear in the first save file you load after the update. Try this little code snip out as a test: print "hello there" breakline wait 2 draw 1,10,100 print "look I drew something :D" wait 3 clear print "ok you can go now..."
Radiation Poisoning is now a real threat! So I suggest you get hold of a radiation suit, when handling uranium rods! Should you get a lethal doze, use the "Rads Gone" pack to heal you up! Now most liquids look like liquids! They wobble when you move them around.
I've implemented a random environment generation system. It is my hope that this way I'll be able to fill blank terrain with more interesting details and variation in every year. That means that in the future, nature would also look different. Trees could grow and forests would move. This would be a huge plus on the evolution of the terrain over time! Next update will likely receive its first translations, namely German and Polish! Custom Language packs will probably also be the first Workshop Items, that can easily be made then uploaded by you the players!
Now I hope you like the new additions to No Time! Change log can be viewed in full below as usual. Enjoy the update and God bless! -Erathor January 31th 2022 0.7
Added Locomotives to the late 19th century and early 20th Century
Added A new train to the 20th Century till 2007
Added Passengers to trains
Added Time Tables at train stations, which tell you when a train is going to arrive
Added different and unique reactions for Animals or Robots when being punched or thrown at with things
Added a new bells sound to the church tower, which always plays at 12 made by Mroczny Gracz
Added new time fragment sounds also made/ edited by Mroczny Gracz
Added more things to explore in the ACT IIIs future, including a bandit cave with a treasure inside
Added back the info sign on main street.
Added keyboard clickings sounds to all computers
Added RadAway Pills
Added Radiation Suits to protect you from radiation poisoning
Added Laser Bandits to the ACT III timeline
Added Liquid Animations to most drinkable objects
Added the cactus plant
Added some randomized rocks based on the decade. (It's just some first steps into making the world more instance based and different in terrain based on the current year) (You can see an example of this at ben's donut shop, where I am testing this at present)
Added a simple file editor to the PLC, able to add custom notes or executables with the .eee extension (if you want to play pong on the plc) ...language is mini script.
Green Hazard places are now a danger to your health
Added the "Hazardous Green" Achievement
Exchanged the "Uranium" with "Wrapped Uranium" in ACT IIIs stores
Flying robots look now like destroyed heaps if destroyed
Rain & Snow Particle colors change based on the day time
Revamped the PLC look and workflow... a lot
Revamped the streets look
Revamped the trains (workflow, lanes) some fixes for past errors
Revamped the soda perfect look
Revamps and fixes the box menu
Lowered some memory consumption
Outsourced All of Act III and any remaining hardcoded bits
Fixed the midnight crash when listening to a radio station at that time
Fixed the speech bubble below ground bug (when npcs below ground would make speech bubbles)
Fixed Crabs from responding with human words when throwing stuff at them
Fixed a bug in the Aurora Quest
Fixed Toms jittery movement at the end of The Accordion Man Quest
Fixed The Black Hole during the ACT III ending
Fixed the wobbly/glitchy entrance of your past selves car
Fixed the leviboard from making punch sounds
Fixed the issue where in the prologue the secret gate would close to fast
Fixed The News Paper in 2025 to state it is from 2027 (Yes it is not a time traveling paper, must have been MIM doing something to the code again)
Fixed Npc Spawns to be delayed and sparse
Fixed the ability of being able to craft an object with one item of the same kind needed, when two are required
Removed MIM ...probably p1
Added a draw function to the Mini Script
Fixed some constant low resolution issues on the plc which had to do with the pixalation effect
Fixed the graphics menu from not accepting any input
Fixes to the Mini Script Workflow
Fixed the tutorials button layout from saying "general"
Fixed the train arrival plan from being invisible p2
Fixed the issue of breathing sounds in the hazmat suit underwater
Fixed Edwards lack of targeting enemies by focusing on defeated ones p3
Fixed some typos
Fixed some dialogue bug with bernd in the smuggling quest
Some UI improvements
Moved the language folder to a new location in the installation.
Christmas is around the corner and I decided to sweeten the time for you with a little mini update for No Time.
I've added a new mode of defending yourself against bullies! Throw things at them! Or you can be a nuisance to citizen, it's up to you really. But watch out since certain items that have glass can break now upon impact!
In the next couple days you can expect some No Time collectable cards to become public! Half of your deck gets unlocked by ongoing playtime, the rest will be gained by exchanging them with other players! Next years Roadmap is very exciting and I wanted to share the first half of it with you! Keep in mind the dates may be a bit vague and can be changed based on how long they will take.
January-March
Translate the game into german
First steps into mod support and a Steam Work shop (First steps will be the ability of custom items, later custom car models) April-May
Westwood SideQuest
Continuation of the Epilogue Quest June
Translate the game into polish
I wish you a blessed Christmas time. Gods blessings upon you all. -Erathor
December 20th 2021 V 0.6986
Added a quality slider for the cloud renderer
Added a little camodo side story, read more in the urban book
Added a set of Community Items
Added breaking of most glass items upon throwing or punching with them
Added item damage upon throwing
Added Edward reacting to you using the coffee machine too many times
Outsourced the Loading Screen Text for translation purposes
Revamped the npc marker icons to be 3D
Revamped sandies appearance
Revamped interior window materials
Revamped the infini coffee effect
Moved the elevator buttons down so it looks like Edward is actually punching it and not the wall
Fixed the issue during ACT III where in the items at the jet would not spawn
Fixed the steering wheels head light button from not making any sound
Fixed the clouds from blending with the ocean on the horizon
Fixed the changelog book from persisting during the jump animation in the menu
Here is the complete log of all last patches. I will very likely release a mini update before Christmas so stay tuned for that :)
The prior volumetric clouds will likely be reverted when the update releases, since I did not achieve the hoped for performance boost from the instanced cloud rendering. Along with it will come a quality slider.
Have a blessed advent time! -Erathor
p1 -Fixed the last stage quest from not enabling -Fixed the save house quest from not enabling -Fixed the guards from existing years after completing the hill men quest -Fixed a typo p2 -Fixes to the hill mens quest -Some environmental fixes for ACT 3s Facility ruins p3 -Fixed the School from looking weird on distance -Fixed the snow from making heavy rain sounds p4 -Fixed an issue with items getting long after the hill men quest p5 -Fixed the Enemy AIs slow reaction to the player -Fixed the agents from spawning in too low a number -Fixed Edward in the thunderous matters quest from thinking you have prototype uranium even though you have normal uranium -Fixed an issue where in guards would spawn in the fort in the 1940s during ACT II -Outsourced The Clock and Edward's Coffee quest for future translation p6 -Fixed the car from moving after unpausing -Fixed the bug where in found items during the 300 BC part could not be used for the MR Crafty -Fixed a bug for the smelter option -Hopefully fixed the hillmen quest where reporting to the guard would do nothing -Made it so that volumetric cloud rendering, on toggling the lowest graphics setting, is disabled -Made the volumetric clouds more performant via instancing
The new update is finally out and it has many new things to offer! Please make sure to give the game your choice in this years steam awards!
Some smaller additions include a revamp to the YeBay station! A future update may include a selling option as well!
Check out Edward's TV set in his shop. It has a little Easter Egg to offer!
I added a skip button for those who wanted to skip the speaking part!
Now to the main part of the update!
In the book store you will find a story about these fellows! The five hillmen! If you finish the quest you will get a special reward!
Gold mining has been implemented into the game!
*Smelt it into ingots by speaking to a smith! *Use the ingots for special crafting or sell them for a higher price in the future!
Gold bars will also have a very important role in the safe house space in future updates!
Below is the full change log. Enjoy the Update and I wish you a happy advent!
November 28th 2021 0.698
Added the Hillmen SideQuest
Added gold mining which gets unlocked in the quest
Added gold selling and buying as well as smelting
Added a dialogue skip button
Exchanged the standard conifer trees with custom pine trees
Added custom palm trees
Added the mine key as buyable option to Fredich's store for a certain prise
Added a new interview in fred radio with Peter Jordanson
Changed the password prompt in computers to show your actual input
Added another song from INTLCMD into the radio playlist called "Westview"
Added items that spawn on the ground in certain environments like coconuts on beaches
Added 2 debug graphics options (cloud& lightmap render), which can be disabled if someone below the minimum specs wants to squeeze the last bits of free vram
Altered the dialogue font to be easier on the eye
Added a little tv easter egg in Athors shop (Credit to Mroczny Gracz for the edit)
Minor revamps to certain pricings on items
Altered some special crafting recipes to include gold as requirement (Examples would be time chips or Edwards laser)
Removed Mim 2.0
Rescaling of the map viewer to make it easier to navigate
Fixed the YeBay system of offering random items
Fixed the radio from not playing during the prologue
Fixed artifacts during playing by removing constant time alignment with radio pieces
Fixed the issue of cars popping up right before you
Fixed other cars physics from enabling only in short range (increased it by the power of 2)
Fixed the lamps description
Fixed getting struck by lightning above the clouds
Fixed the environmental bugs at bardey's coffee place
Fixed the bug in ACT III where in landing on the bridge at the end would not progress the quest
Fixed an issue with the meeting yourself effect not working properly
Fixed weird symbols from appearing in text due to encoding errors
Version 0.696 has made it into the public, here's what's new!
Radios and Stations.
Listen to any of presently three radio stations.
Radio Andrey: The station of the mega city to the west. Moody synth music, 12AM, 1PM, 16PM and 19 PM you got a local news cycle with police reports or local news.
Pine Radio: Always playing the newest jams, though it gets into weird taste during the 2000s. 1-2PM is News Time.
Fred Radio: The best classics aged well... like m a n u r e. You got callers talking and asking about mysteries, theories and all that good stuff at 7AM, 12PM and 8PM along with a interview segment running at 5PM.
You can drop in your own music as well!
Just go to your local installation folder and navigate to "_music". Inside you will find folders according to each radio station and time period. The presently accepted file types are .wav and .ogg files. Enjoy that feature!
Weather Revamp
The weather and corresponding weather effects have received a major revamp!
First and foremost a custom written volumetric cloud renderer :D During storms the clouds sink, covering the sky lane so fly safely! Rain drops are now visible on the floor, and I am planning on giving the cars windshields some appropriate rain effects in the future as well. Thunder strikes are now local. That means, there could be a chance of you getting struck by lightning. But that wouldn't happen likely unless you had some kind of lightning rod ^^
Edward's Sewer adventure is planned to release by the latter half of this month![ Though it still depends on if I get all the recorded voice samples before the set deadline./h1] Click Here to visit the games page.
As per usual here is the full changelog. Enjoy the update! And next update will likely revolve around a new side quest for the old 1500s.
Cheers and God Bless.
October 1st 2021 0.696
Added a new Radio System with dedicated stations, which have their own schedule, between reading yearly news, or answering calls or just playing music
(Custom music can also be inserted into the _Music/Radio/"some station of your choosing" but it has to be either a .ogg or .wav file. So if you got mp3s you have to convert them to ogg first)
Added a zoom option to be able to look better at distant objects
Added St. Andrey as back drop on the western horizon
Added world borders (So people don't go beyond the floating point accuracy getting all wonky)
Added a lightning rod (Idk I guess just for fun, in case you want to be struck by lightning)
A complete revamp of the current weather system
(implemented custom Volumetric Cloud Renderer, new weather and sound effects for rain)
Added lightning strikes during thunder storms, which have a chance of hitting you based on your elevation
Added an Anti Aliasing option
Localized the Thunderous Matters Quest, in order to be translated later on into other languages
Removed Toon Edges for visual bug reasons(at least for now until it is fixed)
Reverted the freelook to its original, where the car would not even out automatically
Refactored and fixed some of the prologues dialogue (Credit to JohnyJames)
Fixed custom ui color from only updating if in questlog
Fixed Sir Atoms and Uranium Recyclers Inventory duplication issues
Fixed the black hole rendering
Fixed more typos (Credit to Mattomo)
Fixed some issues with not being able to drive the car after the viking quest
Fixed the ability of being able to look at the compass while in questlog
Fixed the problem of disabling the sandbox menu if pressing the corresponding button whilst in the searchbar
Fixed a bug withing the BackToThePast quest which would lock the quest from progression
Fixed the issue with citizen not having any dialogues in Future A
Fixed more typos with the thorough help of Mattomo
Fixed some more performance drainers in the code, should give about a 5fps boost to some older machines in certain circumstances p1
Fixed the BaseOfActions Quest from not accepting vintage radios
Hello fellow players. Here are the notes for the latest patches. Enjoy :)
p1 -Fixed The Pirate Bay Map Marker from displaying "Ranger Tower" -Fixed the missing white tunnel exits during the time travel sequence p2 -Fixed the bug where in you could not travel/save or use leviboards after finishing the Vikings quest -Fixed the bug with the door riddles not updating their names when triggering the locks -Fixed the Accordion Man from not approaching -Fixed the Rhogur from not moving at all during the cave sequence -Fixed the player from not getting up from a crouch when wearing a costume -Fixed your inventory from not updating when putting one of your items into the sir atom -Fixed your box from duplicating items when inserting either a cowboy or vintage costume -Fixed the issue where you would not undress your costume if being put into a box p3 -Fixed it so you cannot see your hat sticking through the roof when going into third person mode whilst inside the car -Fixed the slot iteration in the save system. -Fixed the issue with floating chips when picking them up from outside the car -Fixed the issue where the shoot out between westwood and the agent would not continue -Fixed the issue where in the costume would not be worn after loading the game p4 -Fixed the Snack Cake from not being loaded into a game from a save file -Fixed the white screen from not appearing during an explosion -Fixed the crabs from dealing damage after being killed -Fixed the possibility of shooting the epa through the glass window in the lab in 1989 -Adjusted the interior window material to be better visible