December 24th V0.985 | Christmas Update
[h2]Hello fellow players.[/h2][h3][/h3][h3]Here is my Christmas Present for you![/h3][p][/p][p]
News Paper Art by Odebla[/p][p][/p][h3]Boat Conversion![/h3][p]
[/p][h3]Head to 2300 in the new docks, find the boats guy he will give you a special enhancement to the car![/h3][p][/p][h3]The last Story Quest![/h3][p]
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[/p][h3]Head back to Manhofer and relive the events in the beginning from an entirely different perspective![/h3][p][/p][h3]New Game Plus![/h3][p]
[/p][h3]The Timeline reset, but you were able to retain your old items and blueprints![/h3][h3](This feature might be highly unstable as certain items could be logic locked,[/h3][h3]I will release another patch tomorrow for item transitions and npc positioning. If something seems like it would break the flow of the game due to it let me know and I will code around it!)[/h3][p][/p][h3]Welcome to new players![/h3][h3]Last week has seen an influx of many new Russian-speaking so I've agreed to work with a couple modders to aid me in creating a language pack in Russian. I cannot say how long this will take, but once it is out I will announce it in a form of a patch note. For now, make sure to use the player created mods in the workshop section! Welcome enjoy time traveling![/h3][p]
[/p][h3]На прошлой неделе много русскоговорящих игроков узнало о No Time, поэтому я согласился поработать с парой моддеров, которые помогут мне в создании русской локализации. Я не могу сказать, сколько времени это займет, но как только она выйдет, я объявлю об этом в виде патчноута. А пока не забудьте ознакомиться с созданными игроками работами в Мастерской![/h3][h3]Добро пожаловать, наслаждайтесь путешествиями во времени![/h3][p][/p][h3]Beta Stage![/h3][h3]No Time has reached beta stage, this means I will mainly focus on bug fixing and QoL improvements, with the odd small addition on the side. [/h3][h3]
[/h3][p][/p][h3]I ask you to use the bug smashing forums especially now for feedback![/h3][h3]I also suggest, if you have suggestions for improvement, pick your best ideas first as I will compile them together into the first Beta updates, before responding to other ideas.[/h3][p][/p][h3]Mind you the ideas would be only for Quality of Life issues, especially that the game becomes more palatable to new time travelers![/h3][h3]I will release more Beta Updates if the need for it exists. Depending how big they would otherwise become.[/h3][h3][/h3][p][/p][h3]Have a blessed Christmas time, and a good start into the new year![/h3][p][/p][h2]God's blessings[/h2][h2]-Erathor[/h2][p][/p][p][/p][p]December 24th V0.985[/p]
- [p]Added the last quest, labeled THE END (to the main story)[/p]
- [p]Added ability to tag objects invisible inside the level editor to ease working on different time periods[/p][p](Tagging invisible only applied to editor not in-game) [/p]
- [p]Added an escape hotkey for the box inventory[/p]
- [p]Added the boat conversion into the game (2100AD onward in the new harbor)[/p]
- [p]Added better explanation of using the time machine in the useful notes[/p]
- [p]Added more rock spawn points[/p]
- [p]Added medi and radiation stations to some points in the story[/p]
- [p]Added cctv's to Tower I, and The End quest (more in that direction will be added in the future)[/p]
- [p]Added back a minimum of 30 fps as cap[/p]
- [p]Added a helper script to aid in getting the car unstuck [/p]
- [p]Added lights weights to edwards basement[/p][p](simply nudges the car slightly in one direction if the game notices the car can't move with wheels alone)[/p]
- [p]Added batteries (Not really used in game yet, but will likely be for flashlights and epa power management and other devices)[/p]
- [p]Added an option to disable the in game response curve for game pad controls[/p]
- [p]Added more collider effects with the melee weapons[/p]
- [p]Made computers objects destructible[/p]
- [p]Lowered weapons reach by 30% as players/npcs could just distance glitch a damage attack.[/p][p](it is still possible but not as much)[/p]
- [p]Retextured the scafolding during the building stage of the courthouse Pine Lake[/p]
- [p]Fixed item interaction randomly stopping [/p][p](caused by accidentally interacting with the time display whilst not in car)[/p]
- [p]Fixed texturing for custom levels potentially not loading[/p]
- [p]Fixed leaving menus with escape is opening the pause menu[/p]
- [p]Fixed a bug which would make the 33ad base appear in safe house when loading into a safe house save file[/p]
- [p]Fixed car trader from flying next to the root island bridge instead of being in cape dun in the 2300s[/p]
- [p]Fixed the dark quads objects post 1900 cape dun bay[/p]
- [p]Fixed a potential fall damage issue when swiming in underground lakes and bodies of water[/p]
- [p]Fixed punching being able to destroy gasoline[/p]
- [p]Fixed shop npc's like 6/12 from not being there at all, after visiting a procedural planet[/p]
- [p]Fixes to certain sound sources not playing due to priority settings making it mute[/p]
- [p]Fixed a bug that kept you from selecting and activating mods[/p]
- [p]Fixed a Blueprint for EMP's for being enabled when having it unlocked, or it not triggering an unlock[/p]
- [p]Fixed the jumpy brakes at higher framerates[/p]
- [p]Fixed car trader from existing during the 1600s in cape dun[/p]
- [p]Fixed a bug in which edward holds a tele brick instead of a paper in the archives[/p]
- [p]Fixed the soda maniac from not appearing[/p]
- [p]Fixed some missing button sprites in the plc[/p]
- [p]Fixed leviboard recolors whilst still in store[/p]
- [p]Fixed the inability to color your leviboard[/p]
- [p]Fixed a couple spelling mistakes[/p][p]p1[/p]
- [p]Added a hint to the time display that mentions you have to the time lever first, if it is off[/p]
- [p]Fixed the ability to travel post 2019 in the beta timeline in story mode[/p]
- [p]Fixed the bug that kept the player from inserting the false core in the End quest[/p]
- [p]p2[/p]
- [p]Added a tool tip if tutorial was not finished, showing you how to save and load the game[/p]
- [p]Fixed the burned version of the manhofer facility[/p]
- [p]Fixed two doors at the tiki hotel and at the bridge town hotel[/p]
- [p]Fixed the locker in the prologue from being open by default due to a glitched locker door[/p]
- [p]Fixed the missing line in the language pack for the prologue stack of books "stack of books on how to create a miniature fission reactor..."[/p]
- [p]Fixed being able to drive with wrong fuel types, which don't fit the motor[/p]
- [p]Fixed a bug which would happen when getting a game over in tutorial, it would still progress you towards the prologue[/p]
- [p]Fixed the gold value display from being not very readable in the value section[/p]