These last two weeks I've been working quite hard on adding as much unique content to the world as well as new features to the game as was possible.
Pine Islands oceans are now filled with all sorts of marine life! To help you in your exploration of the underseas you should use the diving gear, now available at the 6/12 store!
What the this island nation really was lacking is some bird life! Given this game plays on the oceans, sea gulls are now a thing so hide your food! There are ravens in ravenholly as well as occasionally some eagles high up in the sky.
There are a number of new places littered across the map for you to discover. A mining village or these radio obsevatory stations are a few examples! Try out the ramp at the south part of Pine Island.
Depending on the time of year and day you can have a heat wave effect in some hotter areas as well as during a hot and cear day.
On the Discord Server, there was a new form of annual event. Players would submit their own creations and in this case, with their full permission and credit, the winner would have his version of the Pine Lake State flag posted in the game.
This here is the original flag that has been added this update.
Here is the winners flag made by (Sarantos) Σαράντος, which acts as an earlier version before byroad and fisher bay joined after the cow wars.
Another winner is Szogun1980, whos flag was incorperated as cave painting and emblem of the natives.
Below are some more honorable mentions. By Erombur(Walter Binks) from Discord By Ralage By Laxbum25
Thank you everyone for participating and I hope you are excited for the next round of player submitions this August!
The changelog can be viewed in full below as always, there's alot.
Cheers and God bless -Erathor
July 29th 0.77
Added the raven bird
Added the seagull bird
Added the eagle bird
Added the jello fish
Added the star fish
Added collision damage to animals
Added chunk based underwater foliage spawning
Added a crafting recipe for med kits
Added sea shells
Added sea shell detail on beaches
Added Owens plains radio observatory
Added some more radio dishes to the root island
Added the pine island state flag to pine lake and cape dun
Added a caldera to the side of Mount Uroruh
Added the predator bird
Added month based temperature fluctuations to the reactor
Added occasional midnight to morning fog particles
Added billies lake
Added used status bars of items inside boxes
Added the time speeder
Added trick or treating
Added diving gear
Added Dun Uroh
Added construction stages to the tower in ACT II
Added a ramp to roover dam
Revamped wolfs and foxes
Revamped country and highway roads with new textures
Enemy Health displays are now displayed above the item name
Cloud color now adjusts to the background fog
Increased the range at which items are detected by the elevator to be transported, hopefully eliminating the bug where items dont get transported
Fixed the animal spawning
Fixed some typos on the sky lane signs
Fixed npcs other than citizen from giving holiday and other remarks (vikings speaking English in that case)
Fixed the bug which locked you inside the bank after talking to Westwood inside the vault
Fixed Crimsons basement computer, which would teleport you into the backrooms after leaving
Fixes to the Accordion Man Quest
Fixed the bug where in Edward could appear at the Auroras meeting place before he knew
Fixed the bugged water leveling system and replaced it with a new one, which is non trigger based
Fixed the bugged car parenting, items would for instance continue to be parented or float without gravity even after taken out of the car
Fixed the pirates life cave lighting
Fixed the issue where npcs on horses would walk into infinity if youre also on horse and talking to them
p1
Added a heat wave effect
Added underwater wobble effect
Fixed the Accordion Man softlock and mountain blocking the path underground
Fixed some typos
Fixes to the Accordion Man Quest
p2
Rebalanced the camera of the 3rd person drive mode to be not based on the cars vertical rotation
Fixed even more typos and misplaces texts thanks to Ralagae's reports
Fixed some celestial shader update issues (planets invisible at nights for instance)
p3
Fixed selling items to people being rewarded with singular dollars or shillings
Fixed the broken npc spawning
Fixed the missing terrain collision after switching from Gamma to Alpha via timeline chips
The recent fifteen days I've added quite a few things that would amount to a new update!
Credit goes to fire_phoenix for the thumbnail background picture.
Food Effects!
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!
Musical Instruments
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.
Safe house World Items
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.
As per usual the full changelog can be viewed below.
Thank you for your time and God bless! -Erathor
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
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!
You are now able to customise your safe house in various ways!
At times a trader approaches your safe house. He is the main source of safe house customisation!
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)
After purchasing an item you can access it from your home inventory. By toggling the building mode you will be able to place it!
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
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
Hello fellow players! This part one of an update, which I originally wanted to release as one chunk.
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!
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.
Cheers guys and God bless. -Erathor
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
I've worked pretty hard so this months update is pretty extensive. It focuses primarily on the wild west of the 1800s but also a few other neat additions and fixes!
BACKDROP ENTITIES
You may also be able to spot occasional backdrop entities. Passing by planes or boats all appropriate to the time and age you traveled to.
MORE LORE
Image by Sir Atom New paintings and maps and entries in books about the No Time world can be found in the game
Follow Clint Westwood on his hunt for bandits! Including a very lengthy and awesome fight scene where he fights 20 bandits single handed with their boss on his back! Took me two weeks to animate that thing.
The quest also includes a number of pretty cool new features and revamps!
HORSES
You can buy them ride them. For now you can just put them in your inventory but later on I might include something more logical to store them in. Like a dimension animal catcher, meaning you could also store wild coco crabs. Gotta catch em all after all ^^
Byroad Location Revamp
As you have seen above I added a more wild west look to the byroad region. In a future update the saloon will become a bowling place since during the prohibition the place went down hill. Same revamp will of course happen to fisher bay as well, to make them all more distinguished and worth the time to travel through.
The TIME SLOWER.
It allows you to slow down time... but it also enables you to do higher jumps and faster movement than usual folk.
No I might hear you say: "You wanna tell me I am going to be able to dodge bullets?". The answer to that is a resounding YES.
There have been many more additions all being listed below in the change log as usual!
The next update will include world content like the planned Athor Estate Revamp, a future gang, the bowling place of course and many more places to explore so stay tuned for that.
Another possible feature on the horizon might be the addition of car modifications for the workshop, say completely custom car models.
So if you want to turn the car into a giant banana on wheels you could do that. However I will have to put a lot of prep and research into it as this is all new for me as well. Thank you for your ongoing support and enjoy the update!
Added new paintings or posters that are supposed to enrich the lore of No Time and are supposed to be in part images from the world around Pine Island
Added another entry to the geography of pine lake book
Added lines of exposition on the side of Edward to ACT I which explains how the player has dimension cases built into his pants to hold items (since horses are now carriable)
Added backdrop entities like ships, boats, hovercrafts and planes
Added chocolate donuts
Added Carpet Floor Sounds
Added a saloon to byroad
Added borders and entrances to the old forest
Added enemies taking cover if having a gun (Doesn't include all places yet)
During Sequences the User Interface gets disabled now to avoid obstruction
Revamped the northern part of the island to fit the wild west setting
Lowered the voice sample of Edward a tad
Cacti give damage now
Adjustments to the sky effects and lighting to be more realistic and correct
Enemies can now get knocked out by impact from physics objects
Increased the visibility of St. Andrey under clear weather conditions
Fixed the time travel tunnel sound oversampling
Fixed missing German translations on item descriptions
Fixed some glitches to Hidden Cutting Level -1 & 0
Fixed some German typos
Fixed the spawning of cars on the highway right in front of you
Fixes to the moon light, so that its not too dark in the open fields at night
Fixed the sometimes faulty positioning of the car at the mechanic during the Last Stage Quest
Fixed the light loading system from breaking
Fixed the fall damage after water impact
Fixed some of the big trees hit boxes
Fixed an issue where in natives from outside would spot you and engage in combat if you are inside the arena
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.