No Time - Lost in Days Studio
Hello fellow players!
These past days I've made some patches, so here is the log!

Enjoy your time travel adventures!

July 15th V0.875
    p1
  • Fixes to the 1900s bulletin board
  • Fixed to the burger mans textures
  • lowered the bounty prices a tad
    p2
  • Added an emergency pack of uranium and a fission reactor to the 33 ad cave (for those who lost all other means of travel)
  • Added a hint in the Prologue Dialogue so people know to park behind the starting line
  • Fixed the huge amount of rainy days
  • Fixed the missing German translation for citizen dialogue
  • Fixed the bug where you could get stuck mid dialogue after saving an NPC and talking to him straight away
  • Fixed the missing persons from not appearing at their captured positions
  • Fixed some errors due to a lack of billboards which would clog the console (creating some lag) in periods before 1500
  • Nerfed the bounty price count
    p3
  • Minor Typo fixes
  • Fixed the player fall animation when walking around
  • Fixed a bug where in holographic info pages would show up at old billboards
  • Fixed the broken variety in criminal NPC weaponry to be only stones
    p4
  • Revamped some of the building textures in Pine Lake
  • Fixed the walking animation for NPC's from breaking up
  • Fixed the darkness in the Aurora Jupiter Level
  • Fixed to the enemy AI target detection, which could break sequences like the aurora level in ACT III
  • Fixes to the Welcome to Pine Lake Quest, where Jason would get stuck on things blocking you from triggering Edwards breakdown sequence
    p5
  • Fixed the priests garment color
  • Fixed Edward from being in the 33AD cave before jumping in via time travel
  • Fixed the Native Hunter from buying for more and selling for less
  • Fixed the shutdown symbol from being invisible on the PLC
  • Fixed the broken time meter
  • Fixed the backrooms lighting
  • Fixed francesco from not turning angry during the pizza athor quest
  • Fixed avoiding npcs from marrying people of the same family name
  • Fixed the player from losing the gun at the end of act 1
  • Fixed the missing spawn of agents at the end of act 1
  • Fixed the player from absorving npcs when going to close to them
  • Lowered the Contrast Value
    p6
  • Renamed GAMMA to BRIGHTNESS in the options menu to avoid confusion for some players
  • Fixed the missing ground collision in the gamma timeline
    p7
  • Fixed an issue with lightning strikes which would make it impossible for players to complete the Aurora Quest
  • Fixed the navmeshing for the safehouse
No Time - Lost in Days Studio
Hello fellow players!

Last month there have been a few patches including some additions, which I chose to also cover in this announcement!
[Credit goes to Szogun and Time bandit for making screenshots for the Thumbnail]

TRAFFIC LIGHTS AND INTERSTATE ROADS

Pine Island finally has some traffic rules in place! Cars still sometimes tend to crash, but they drive more carefully now ;)

I thought of making high way around pine island less linear and more interesting, I might expand on that in the next update after this one.

Here you can see a road leading between pine lake and fisher bay.


Fisher Bay itself has some road remodeling!
As you can see the ocean finally blends in well with the atmospheric fog.

THIRD PERSON MODE


Simply press V when ever you feel like it, to see how beautiful you look from a thirds eye perspective!

CITIZEN & PROCEDURAL FAMILY TREES

The game now has a new feature in place which I have planned for long.


Every Citizen Npc now has a unique look, no more duplicates!
I've built a new system from the ground up where faces, skin color, gender, and clothing all mix together to create a unique look.


Npcs also wear weather appropriate clothing! (Picture made by Davesoft)

Secondly all NPC's from the 16th century (Cape Dun gets founded) to 2030 (and soon also 70)
are part of a procedural family tree system.

It works as follows:
1#
A family migrates to one of three locations
-Ard Vuran (A desert country)
-Archos (The trading guild island)
-Lechwia (The temperate climate)
Click here for a map of a portion of Antillia


2#They then marry, have children and if other cities are available, move to other cities.


3#And eventually they die, this is when you will be able to look at a local graveyard and see their entries there...

Depending on random chance, or economical situation (or if the family is called Crimson)
there is a chance for an npc to turn EVIL. They will become ruffians and bandits and over time they will do crime, rob, kill and even capture innocent citizen, to drag them into their hideouts. Saving citizens may have unforeseen consequences as to how the family trees will look in the future. New NPC's might get born or entire families will look completely different!
(Note that as new updates come, some families might change during your playthrough as the procedural structure could get altered by adding new features or quests in that regard)

BOUNTY HUNTING & BULLETIN BOARDS



To prevent them from doing harm you can take up hints from the bulletin boards, where they might be hiding.
Every city has its own board with local affairs.

Follow the wanted lead, free the prisoners and bind the ruffian, drag him to either Westwood or Cape Duns barracks master, and collect your reward!
This is one of the first radiant tasks which I wanted to implement for long. (Perhaps job requests or animal/ monster hunting will be added in the future)

RENZO & JOACHIM
A digital comic is being made by Rensow, telling the story of the Gold Time Line (The original timeline which initiated the whole adventure of No Time)


He has made his own stories before, so we thought that it be cool if I implemented characters out of his personal stories into No time.

There is a little easter egg in No Time, where you can spot them. Go to Edds basement and find the hint as to their location and time period.
Next update will likely be focused on the post 2030 future up to 2070/80, so this is something to definitely look forward to :)

If you like No Time and are stoked about this update, and want to aid in its growth, share the game with your friends or write a comment about it on your Social Media!

If you have favorite Streamer or Youtuber, write a comment about No Time. For every 10 people who see your comment, one might like it and might even check the game out! ːsteamhappyː


Thanks again to everyone who has been along the ride so far.
- God bless!


July 15th V0.875
  • Added the third person mode for the player
  • Added an inventory wheel (For the coming Controller Update)
  • Added the Renzo and Jachim time travelers event, Edwards cellar has a picture capture of it lying on the table
  • Added citizen names, in code each citizen has now a family tree and origin which can be all traced back to cape dun (As the city of original migration)
  • Added custom citizen looks (no more repeating characters)
  • Added actual tomb stone names based on the citizens that used to live there and added cemeteries for each city
  • Added new citizen interactions
  • Added the Bulletin Board which has interesting posts or job offers
  • Added Bounty Hunting to bulletin boards
  • Fixed brodas textures
  • Fixed a sequence bug (viking quest) where it could mislead the player in thinking he can't interact with the chair during the feast
  • Fixed the bug in the AI by which enemies would not get triggered if your ride a board
  • Fixed the 3 second frame drops on bigger save files
No Time - Lost in Days Studio
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!

God bless!

    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
No Time - Lost in Days Studio
Hello fellow players!
I've been working hard this past month to bring you a new update!

Police patrol the cities!
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...


"HALT YOU VIOLATED THE LAW!"


Different kinds of police cars also roam the streets!

Car Combat!




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!

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

There are three Weapon Ports! Front sides (Primary) and top (Secondary)

New Car Physics

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.

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.


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


Spinning wheels whilst holding breaks.

Area 1


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.


Sleeping! And new Player Animations


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


Good night, sleep well, past self!


You will also be able to see new animations played by your past self!

Visual Revamps


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


The Levi Board has also a new sleek look!

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!

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
No Time - Lost in Days Studio
Hello fellow players!

A new side quest has released!

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!


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


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.


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


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!


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!

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


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


Bills Garage got a new face lift!


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

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


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
Mar 27, 2023
No Time - Lost in Days Studio
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!

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
Good luck on your time travel adventures!
No Time - Lost in Days Studio
Hello fellow players!

I've been chiseling away at this update for a while now.
PET ANIMALS




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!




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.


TRAVEL TO BC YEARS!
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.


NEW TIME PERIODS!

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.



HVD's and other things!

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!



The example code is in the video description!




MORE ACCURATE SOLAR SYSTEM!

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!


March 24th V0.83

  • 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
[/b]
[/list]
No Time - Lost in Days Studio
Hello players, a weird bug appeared just some hours ago, where in saving and time traveling would be blocked. This should be fixed now!

Here are the changelogs for the latest mini update!

p2
-Added temporal guild debuff effect which occurs when doing something bad involving time travel
-Added debuff trigger for causing above 3000 inflation
-Fixed some gravity issues when leaving the moonbase through the barrier
-Fixed some typos
p3
-Adjustments to lower the impact of gold trade
-Extended the graph to include gold price up to 4000$
-Fixed the bug of the gate dial being midair
p4
-Lowered the time travel debuff effect rate by half and renamed it to "Time Travel Trouble"
-Lowered your impact range on the gold market from 200 to 150
-Added hints in the stats menu on how to remove the debuff
p5
-Created more room around the windows of the moon base, to reduce the likelyhood of house objects clipping into walls
-Increased the color degradation from the time travel trouble debuff
-During Deflation Periods, it is now hard to get by items. Most things are out of stock
-Fixed the inflated prices from being slightly different than what you're actually paying for at toms store
-Fixed the moon gravity from continuing after entering the time gate to earth
-Fixed the losing of items held in hand when traversing the gate
-Fixed the leviboard from functioning on the moon, given that it needs air to work
-Fixed the "cocorepair" command in the plc
-Fixed Fredich from being invisible whilst he climbs the mountain
p6
-Job payments now also inflated
-Lowered burger prices
-Individual Traders are now less pricey as the 6/12 store
p7
-Added a potential fix for the losing of boxes when driving the car
-Moved the sandbox starting location closer to pine island
-Fixed the jobs from giving you 0 dollars during strong deflation periods
-Fixed the collision for the stonafied crimson jet
-Fixed a typo for radio andreys catch phrase
-Fixed the space cores item description
-Reordered some of the ui overlay so that title screens don't overlap over game over of pause menu
p8
-Retextured the fission reactor
-Revamped the Magnetometer
-Fixed a typo in Delgados letter
-Fixed a typo in Mims letter
-Fixed the jetboards loud sound
-Fixed the banks LOD
-Fixed wrapped uranium from not showing the "F open" tool tip
-Fixed the spawning of natives inside the rock which often bugged the Quest for Edward quest


February 20th V0.8155
-Added Mars as a safe house option
-Fixed the texturing of the copy machine and Edwards laser
-Fixed the boxes to be oriented in the right direction towards the player
-Fixed the negative values of cocodollar still adding money via -- instead of +-
-Fixed visible celestial objects during the day, like planets or stars
-Fixed the possibility of people spawning inside wheat fields
-Fix train track lod above train track being visible close up
-Fixed Westwood from being under ground and a load of other animations having the same offset issue
-Fixed boots for the cowboy outfit
p1
-Fixed the time travel and save system
No Time - Lost in Days Studio
Hello fellow players!


MOON SAFE HOUSE

A new base on the moon got added as a possible safe house!
I can see Pine Island from here!



For those who are new to No Time, safe houses are generally late game, but you can acquire it through the crafting of the unknown destination chip!

You will need an exo suit for this moon base however as the exterior will be quite deadly!


TIME TRAVEL ECONOMY
All items, which are sold in no time now are based on Pine Islands Gold value, which means their prices rise and fall based on the state of the currency!


Edward Meme by SansTheMemeLord

You were able to make use of differing old prices and time travel to earn huge sums of money in previous versions, but this time you got to also look out for your own impact on the economy!


Image by SansTheMemeLord
You are a time traveler so use your powers wisely!


DIAL GATE DEVICE


Space Gates on other planets have dialing panels now, DGD's as I like to call them!



And now you can display your favorite Star Addresses in the cartography room (More on that coming in future updates very soon!), you can find them inside the big spiky towers on some planets.

Enjoy the update!
God bless
-Erathor


February 10th V0.815
  • Added a moon safe house
  • Added moon rocks
  • Added damage from hypothermia
  • Added Cheese
  • Added craftable Moon Cheese
  • Added price inflation to items based on gold price
  • Added gradual manipulation of gold price based on gold trade
  • Added a mach2 car wreck to the range of prototypes standing inside Manhofer labs (Thanks to szogun for crashing the 3d model)
  • Moved the time travel from 2028 to December 2029
  • Moved the cave fragment during the 1800s to the surface
  • Altered some lines during the Quest for Edward part to make it clearer what to do during the laser defense
  • Fixed the pink material for one of the keys in the game
  • Fixed the lack of caffeine in soda perfect bottles
  • Fixed edwards line about gold being 200 gold, to be 100
  • Fixed the "becuase" typo in Edwards dialogue during Epilogue II
  • Fixed the missing navigation mesh to the safehouse
  • Fixed the safe house keeper from not playing any music when asked to
  • Fixed the occasional 4000bc teleport (dont worry you will be able to travel there by other means in the future)
  • Fixed the issue where failing the noir quest would get you soft locked
  • Fixed flying objects in cape dun during the 1520s-1530s (Credit to Fire Phoenix for reporting)
  • Fixed an issue where edward would be stuck on shooting the last agent in the prologue
  • Fixed the clipping dollar bag in the prologue
  • Fixed the crystals from spawning ingots instead of ore
    p1
  • Added a graph line to the gold graph in the bank
  • Adjusted some of the gold trade impact
No Time - Lost in Days Studio
Hello fellow time travelers!


Here is a big update as a start into the new year!

HDR EYE ADAPTION



There is a new graphics option (HDR Eye Adaption), it is disabled by default, I am planning on refining it in future updates based on your guys input! It adapts the in game players eyes to exposure.

THE COW WARS!


Set during the famous pine island cow plague 1865-66.

Cows were an integral part of pine islands economy, which is why the plague resulted in a war as there was a lack of steak, the mad cows were used as cannon fodder by the attacking bandit forces.


Shooting npcs with guns now gives them special animations!


Enemy and friendly npcs in the past carry flints now instead of revolvers, which would come into play after 1866. (Picture was shot by Boba)

WORLD UPDATES AND LORE!


You can now find book stands around Pine Island, giving you lore tidbits and stories of the past!
For instance you can read up on the cow wars in the town archives!

The book stands work also as a little preview to my planned revamps of all books. I have it planned so books could be displayed in a separate menu as it is often hard to read the books in the 3D world.


Be there when Pine Island was first discovered by Lord Dun! To figure out when and where, you can read that up on that in Fredichs house.


There are many more smaller lore updates, such as an updated sea map and a new map of the continent!


Pine Island is now home to beautiful grain fields and windmills.


Wind pumps were placed down in the desert regions of the island.


Fort Dun now has some padres watching over it during the 1780s. They are based on characters I met on my retreat in early january, they will play a bigger role in the next update.


I added these little nutria rats, they will become integral in the Fort Dun Quest in the next update.


The Safe House can now have grandfather clocks!

Thanks to Matt for reading over some of the books to check for grammar as I live germany and I often make the odd grammar mistake ^^

Special Thanks to Choo Choo Man for revamping the piano sounds!

God bless
-Erathor


January 30th V0.81
  • Added book stands which have interesting lore information in small dozes, scattered across the map and different times
  • Added nutria rats
  • Added cows
  • Added crazed cows for the cow war period
  • Added another western part to the nature reserve
  • Added a game over trigger for falling down the accelerator in ACT III
  • Added a map of Lechwia as a decoration for the town archives
  • Added wind mills to cape dun and earlier periods of Pine Lake
  • Added wind pumps to byroad
  • Added grain fields around pine islands landscape
  • Added a grandfather clock to Fredichs home (Unlockable for safe house)
  • Added HDR (Eye Adaption)
  • Replaced all piano keys with new sounds (credit goes here to Mroczny Gracz)
  • Terrain detail is now also controlled by the draw distance slider
  • The 18th century bandit in the lost clock quest now has a flint rifle instead of a revolver
  • Increased the green nature fog level of the nature reserve to make it feel more secluded
  • More adjustments to blend in the ocean with fog levels
  • Planes should now be inaudible in the Nature Reserve Sections
  • Lowered the range of planes making sounds
  • Autosave will not happen in the cut rooms now
  • Autosave will not happen if other past players appear around
  • Updated the Pine Island Map Display
  • Made the Game Over Screen unscaled by framerate
  • Increased the flashlight rate
  • Previous Gold Ring can now be sold for gold
  • Npcs fall now onto the ground if shot by bullets
  • Updated several maps in no time to include more phantom islands (Antillia, Thule, Brasil, Frisland,...)
  • Fixed Westwood from standing still after getting the three money bags in the Wild West Quest
  • Fixed the typo in "No alcohol allowed. Sorry..."
  • Fixed a typo in the Fred Radio Quest Description
  • Fixed some mesh compression issues
  • Fixed some translation issues for the german translation
  • Fixed the Captain Pencil Item Description
  • Fixed the death by getting on a horse
  • Fixed the floating athor estate observatory roof in 1776
  • Fixed freds pc from displaying prologue lab stuff
  • Fixed the missing Christmas decorations for cape dun
  • Fixed the Christmas decorations for pine lake from appearing before 1880
  • Fixed a possibility for players to get stuck behind the arcade in 6/12
  • Fixed a missing line "do you have a magnetometer" when Jason talks to Bernd in ACT II during the Smuggler Quest
  • Fixed goggles or scopes from being visible held in hand if in viewing mode
  • Fixed the transparent visibility of the clouds when against water the shader
  • Fixed the smelting option at the blacksmith from eating up all items on the counter, not just ore
  • Fixed the sell gold option at the banker from eating up all items on the counter, not just gold items
  • Fixed laser weapons from floating midair while holding and moving around with the car in 3rd person mode
  • Fixed the flying people and floor gnomes around the Cape Dun Center before 1900
  • Fixed the floor from beating up knocked out enemies
  • Fixed the tracker from staying active inside mansion crimson, even after taking it
  • Fixed dollars and shillings from carrying over from previous games upon a new game
  • Fixed the time agents toggle from being "Object Highlighting" in the Sandbox menu
  • Fixed custom quality slider settings from not taking effect after restarting the game
  • Fixed the enemy AI from lowering its weapon before releasing the shot
  • Fixed Hanks clipping face
  • Fixed pirate athors cape from not moving with his arms
  • Fixed the wonky car drivers :) ...(mostly)
    p1
  • Fixed bends arm textures
  • Fixed the plc from being available before picking it up during the prologue
  • Fixed the low brightness text for the save load system
...