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Patch Notes for V0.98

[h2]Good day time venturers![/h2][h3]There have been regular patches these past days based on your input![/h3][h3]Here is the log, and have fun in No Time![/h3][p][/p]
  • [p]Patch Notes[/p][p]p1[/p]
  • [p]Fixed to car physics and other items like skateboard and leviboard[/p][p]p2[/p]
  • [p]Fixed the vending machines not vending items[/p]
  • [p]Fixed message boxes from radios or npc's saying something out of dialogue, popping up in the center of the screen first[/p]
  • [p]Made it so all subscribed mods are starter cars[/p]
  • [p]Fixed the jumping wheels on high suspension types[/p]
  • [p]Fixed it so (visual side) wheels of the car if in air will hang instead of retracting[/p]
  • [p]Fixed the hacking mini games at billi and other areas in the game[/p]
  • [p]Fixed no wheels hover[/p][p]p3[/p]
  • [p]Fixed items falling out of the car when exiting the car upon loading a save[/p][p]p4[/p]
  • [p]Fixed an issue that would not allow you to leave chairs upon pressing space[/p]
  • [p]Fixed walking backwards initially when starting won't get you out of the tutorial[/p][p]p5[/p]
  • [p]Fixed the kid being in air after escaping the accordion man lair[/p]
  • [p]Fixes to car physics[/p]
  • [p]Fixed fullscreen mode not applying upon second launch after saving the setting[/p]
  • [p]Fixed the broken hacking mini game for all other instances than in ape head space[/p]
  • [p]Fixed car door moving too slow on higher fps[/p][p]p6[/p]
  • [p]Fixed fullscreen mode not staying active upon relaunch[/p]
  • [p]Fixed Jason's and Michael's pathfinding during act3[/p]
  • [p]Fixed the thunderous matters quest items rewards from floating in air[/p]
  • [p]Fixed the jittery car physics at high speeds[/p][p]p7[/p]
  • [p]Added rads gone to the smuggler bay[/p]
  • [p]Added an in game hint as to the usage of the hover mode[/p]
  • [p]Fixed the fast scrolling speed of the hologram floor in the tutorial[/p]
  • [p]Fixed being unable to aim with the lightning gun (not zeroed)[/p]
  • [p]Fixed cars from escaping forward after choosing them in the menu during the prologue[/p]
  • [p]Fixed the spawning of items all over the place from item time story, caused by putting things in the car[/p]
  • [p]Fixed the north district in 2230 hovering in air[/p]
  • [p]Fixed previous time story entries from tutorial appearing in the tutorial level[/p]
  • [p]Fixed the unintended ability to go above 1000mph in fly mode[/p]

V0.98 | Game Engine Upgrade | New Tutorial Quest | Lots of Bug Fixes

[h2]Hello time travelers![/h2][h3]A new update has been released, here is a broad overview![/h3][p][/p][p][/p][p]Newsletter made by Odebla[/p][h2][/h2][h2]First and foremost, for anyone of the old players who missed the last updates.[/h2][h3]The car mods are now already loaded into the game and are acquired, they are no longer a simple reskin.[/h3][h3]Here is a guide:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][h2]New Tutorial Level.[/h2][h3][/h3][p][/p][h3]This new tutorial level can be played optionally and will guide you through a successful first time jump[/h3][p][/p][p][/p][p]Screenshots submitted by Davesoft[/p][h3]As well as combat training and the basics of questing! Have fun exploring this new level![/h3][p][/p][h2]Unity Engine Upgrade[/h2][h3][/h3][h3]The games engine has been updated to a newer unity version, to ensure that I will have the ability to make use of some of the newer features, also in the performance corner! [/h3][p][/p][h3]This came already with a potential small increase in performance in the range of 5-10 fps. My hope is that I can have a bigger disposal of tools at hand, when making the game perform better in future beta updates.[/h3][h3]E.g. Unity’s Data-Oriented Technology Stack as an example.[/h3][p][/p][h2]The car loading process has been sped up! [/h2][p][/p][h3]One of the first things that I attempted with the new version, is to speed up the loading process again.[/h3][h3]With a hint on top telling players in general how to activate or use car mods.[/h3][h3]In the future I may add hints as to the cars visuals and what time it can be found in.[/h3][p][/p][h3]The rest of this update is mostly about fixed bugs since much of the work time was spend making the game stable again. Physics had to be readjusted and if some things still feel off whilst playing, make sure to report a bug![/h3][p][/p][h2]Next Update & Future Plans[/h2][p][/p][p][/p][p][/p][h3]Next in line would be the last story entry quest along with some of the last feature additions, which then will mark officially entering Beta Stage next update! [/h3][p][/p][h3]Technically this update already pertains aspects of BETA 1 (Engine Upgrade), so Ending Quest and Beta 1 actually switched places, whilst the Ending Quest will have more Beta Polishing done on it.[/h3][p][/p][h3]Thanks to the few players that tested the game a lot in these past months, reporting bugs.[/h3][p][/p][h3]Thank you for having supported my work over the years.[/h3][h3]The end is close, but that does not mean that once the game is complete, that updates will stop![/h3][h3][/h3][h3]God bless[/h3][h3]-Erathor[/h3][p][/p][p]October 21th V0.98[/p]
  • [p]Revamped the tutorial level[/p]
  • [p]Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.[/p]
  • [p]Switched the Unity Version to 2019.4 For increased performance and stability[/p]
  • [p]Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor[/p]
  • [p]Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing[/p]
  • [p]Added spawn points for stone items next to some pine trees[/p]
  • [p]Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas[/p]
  • [p]Added a fake cloud skylight after 2015 6/12[/p]
  • [p]Added a crafty bench to 33Ad base in act 2[/p]
  • [p]Added a guide link in the mod loader section[/p]
  • [p]Upped the psp damage to 20 from its previous 5[/p]
  • [p]Slightly increased Edward's PSP damage[/p]
  • [p]Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points[/p]
  • [p]Lowered the metal rod strength rating to be 1%[/p]
  • [p]Lowered car prices in game[/p]
  • [p]Changed it so duct tape can fully restore car health[/p]
  • [p]Nerfed box loot not to include high power caps[/p]
  • [p]Renamed Sandy with her last name Ms. Eleanor[/p]
  • [p]Improved the carloader to label the current loading car mod by title instead of steam id[/p]
  • [p]Improved performance of the car loader by a second per mod file[/p]
  • [p]Fixed some potential performance issues with the grow tree script[/p]
  • [p]Fixed a bug which would add a couple seconds of being immovable when first starting the game[/p]
  • [p]Fixed a bug upon when you ask Edward in the Prologue to be able to chose another car, you would follow up the dialogue with the wrong line[/p]
  • [p]Fixed the cemetary from now updating tombstones when time traveling right next to it[/p]
  • [p]Fixed Pine hill from not existing in 1000BC[/p]
  • [p]Fixed Sir Atom not being time tracked due to being on index 0 in the item list, which would otherwise create countless sir atoms in time story due to 0 reference entries[/p]
  • [p]Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor[/p]
  • [p]Fixed to item physics loading being heavily delayed[/p]
  • [p]Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over[/p]
  • [p]Fixed a bug, which would make arena fighters spawn before the arena even exists[/p]
  • [p]Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have[/p]
  • [p]Fixed the pricing of the antique shop 2300AD when selling more than one item[/p]
  • [p]Fixed the ability to sell and therefore lose quest essential items[/p]
  • [p]Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations[/p]
  • [p]Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down[/p]
  • [p]Fixed some typos in the Mansion Crimson quest logs and books[/p]
  • [p]Fixed text alignment for the last page of the archeology book[/p]
  • [p]Fixed all interior lights not loading[/p]
  • [p]Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun[/p]
  • [p]Fixed newly spawned items from hovering mid air for ever[/p]
  • [p]Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases[/p]
  • [p]Fixed tree colission boxes for the broadleaf and redwood tree type[/p]
  • [p]Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory[/p]
  • [p]Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it[/p]
  • [p]Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air[/p]
  • [p]Fixed car velocity zeroing after pause[/p]
  • [p]Fixed it so the Mach3 is now the default custom car again in the mod loader[/p]
[p][/p][p][/p]

V0.979 | 3000AD | New Side Quest | Arena | Custom Robo

[h2]Well met, time travelers![/h2][h3][/h3][h3]These past two months I've been chiseling away at the second to last alpha update.[/h3][p][/p][p][/p][p]News Art and some of the gif media was submitted by Odebla![/p][p][/p][h2]Travel into the end of THE THIRD MILLENNIUM![/h2][p][/p][p]See Pine Island grow into a City Island, with several districts dotted around the island![/p][p]Most of them can be visited after 2300AD[/p][p][/p][h3]Star Gazer Palace[/h3][p][/p][p]Built on Mount Uroruh, one of its smaller peaks, peeking out through the floor of the palace ^^[/p][p]Visit the new palace of leadership in the city! Open to the public.[/p][p][/p][h3]The Market District [/h3][p][/p][p]In here you can find all kinds of interesting futuristic items to gain.[/p][p]And places to visit.[/p][p][/p][h3]The North District[/h3][p][/p][p]Amongst the local pub, this place contains an antique shop, where you can sell all kinds of items for money![/p][p][/p][h3]The Harbor![/h3][p][/p][p]This is the domain of the fisher folk, as well as a nice vista for the space port![/p][p][/p][h3]The Arena[/h3][p][/p][p]So far in AD 1600 and post 2300, you will be able to earn your money by beating down waves of opponents![/p][p][/p][h3]The Last Athor[/h3][p][/p][p]At the end of 2999 You will be able to visit the last Athor, he lives on top of Star Gazer Palace.[/p][p]The empire has crumbled, is there any hope for what is to come?[/p][p][/p][h3]The Starport[/h3][p]The hub of going between Earth & Moon and perhaps beyond. [/p][p][/p][p]That begs the question, would you like to go with your time machine or rocket beyond earth? Maybe in some update after the game is fully released. Being able to insert the space core instead of the time core into the car, same way it works for the space gate. What are your thoughts? Could this work in a similar way to world addons?[/p][p][/p][h3]Make your own Robo Companion![/h3][p][/p][p][/p][p]Pick the Main Robo module and assemble your own robo companion from various parts![/p][p][/p][p]They cannot do much yet but definitely a nice addition as a companion on your time travel adventures![/p][p]If you have ideas for ROBO features write them in the comments![/p][p][/p][h3]The Music for 3000AD[/h3][p]I added music from my older Star Wars project to give the future a more mystical feeling.[/p][p][/p][p]The music files were originally composed by Gustav Holst and recorded by United States Air Force Heritage of America Band and is therefore under Public Domain.[/p][p]Gustav Holst also served as inspiration for John Williams scores, so it may give you some similar feels to his compositions.[/p][p][/p][p][/p][h3]Black Powder[/h3][p][/p][p]If you find a bounty in the sewers you can obtain a new crafting recipe.[/p][p][/p][h3]Bob is missing![/h3][p][/p][p]There are rumors 1650s that a local named Bob got lost exploring the sewers, perhaps you can find him.[/p][h3][/h3][h3]Alternate Input for Crafting recipes![/h3][p][/p][p]Instead of two separate recipes I now did the only smart decision to just unify the recipe with alternate input possibilities. [/p][p][/p][h3]Environment Aging.[/h3][p][/p][p]I've tested some texture applications to reveal aging on older structures. So that very old buildings would not look so pristine and new, but age in surface looks over time.[/p][p][/p][h3]Next updates[/h3][p][/p][p]The next updates are planned as followed:[/p][p][/p][p](this list may not include all features planned to be revised and fixed but I do have a full beta bucket list formed for 2026)[/p][p]-Last Story quest and with that end of Alpha.[/p][p]-Beta Update 1 (Performance (potentially migrating to a newer unity version), Item managment, and QoL, potentially a revamp of the tutorial level if not later, extensive bug solving)[/p][p]2026[/p][p]-Beta Update 2 (Finishing Multiplayer & Bug Fixing, potential Story rewrites)[/p][p]-Beta Update 3 (More Bug Fixes, last touches and if all is done maybe adding planting trees[/p][p]Gold Status status is reached, No Time leaves Early Access and goes into the post EA content phase.[/p][p]With more updates to come on a regular basis but once every two to three months.[/p][h3][/h3][h3]Thank you for supporting my work this whole time.[/h3][h3]God bless and enjoy the update![/h3][p][/p][p]September 7th V0.979[/p]
  • [p]Added the heir side quest to 3000AD[/p]
  • [p]Added alternate input variations to some craft recipes, like the component recipe being now unified into one showing both old and new radio as viable options[/p]
  • [p]Added new centuries up to 3033AD[/p]
  • [p]Added Clone Warriors which attack the NHRE in the 28th century[/p]
  • [p]Added the darkening of the sun after 2600AD[/p]
  • [p]Added hints to press space to leave a seat/computer[/p]
  • [p]Added functionality to the space time device from the aurora quest, that lets you read functional data about your location in space time[/p]
  • [p]Added the space time device as craftible blueprint upon completion of act 3's Aurora[/p]
  • [p]Added a feature for the barrow downs safe house, in which the grass turns to snow during winter[/p]
  • [p]Added Sky Milk, the beverage of choice for the everyday man of the 2500s[/p]
  • [p]Added Training Academies/Arena to 2300AD[/p]
  • [p]Added an Arena to Cape Dun, pre 1780s[/p]
  • [p]Added a Robotics Smithy to 2300AD with the ability to make your own robit! (Yes Robit)[/p]
  • [p]Added an antique store to the north district in 2300AD[/p]
  • [p]Added a disco bar to the north district in 2300AD[/p]
  • [p]Added 2400 Table as Safehouse Object[/p]
  • [p]Added bottles as Safehouse Objects[/p]
  • [p]Added the ability to craft and modify custom robots[/p]
  • [p]Added a high rise apartment room to the market district in 2300AD[/p]
  • [p]Added hover bikes and a trader selling them in 2300AD[/p]
  • [p]Added an alternative that allows you to use three metal rods instead of the metal pack as input for the base of actions quest[/p]
  • [p]Added some more chunk loaders to reduce the load on the cpu in terms of things loaded into the main world[/p]
  • [p]Added a change that makes previously spawned bounties in the pirate camp, now appear in their own sewer base cape dun[/p]
  • [p]Added some routines that disable shadows on items at short distances for better performance, except for items right in front of you[/p]
  • [p]Added a tooltip for new players when first equipping a costume, to tell you to equip free hands again[/p]
  • [p]Added a greeting in which edwards tells you again to pick up the plc in case the player missed it[/p]
  • [p]Added a native stone circle to park hill[/p]
  • [p]Added texture aging to some old buildings throughout the island to show the passage of time[/p]
  • [p]Added a little fun dialogue to Wolf at the Pirate Camp entrance, where you could potentially fight or intimidate him to let you in[/p]
  • [p]Added Archive Disk entries for the timeline 2088-2500 and 2500-3000[/p]
  • [p]Added black powder and ingredients to craft it with[/p]
  • [p]Added a routine that makes melee opponents walk faster at you if you have a gun in hand[/p]
  • [p]Added a hint that tells users in the workshop window the need to acquire car mods in game instead of activating them in menu[/p]
  • [p]Added Bob, who's lost trying to break into the sewers in 1650[/p]
  • [p]Added new PLC satellite maps for pre deluge and post 2033 \[Only in black and white, textured versions may come in a future rendition][/p]
  • [p]Lowered the store price for basic capacitors[/p]
  • [p]Fixed/Revamped the wood door textures to use the atlas texture for the facility 1989, the school's back entrance and the tiki hotel and a couple more throughout the world[/p]
  • [p]Changed the color scheme of the mars safehouse to be more accurate to its actual colors in real life[/p]
  • [p]Removed the train station error message for fisher bay and replaced it now with the corresponding names (based on the quest result)[/p]
  • [p]Fixed the performance and improved some of the time event and fps controller code[/p]
  • [p]Fixed an issue with certain food objects, like water or cigars giving you fat [/p]
  • [p]Fixed some of the epa damage being out of balance (too weak early on and overpowered if it goes into explosion damage)[/p]
  • [p]Fixed held item is lost when going to prison[/p]
  • [p]Fixed the mechanic in 2060 from having pink furniture[/p]
  • [p]Fixed the Cloud Chaser waggling from left to right[/p]
  • [p]Fixed Bill from selling fusion motors before 2035[/p]
  • [p]Fixed the safe house red couch seating positions[/p]
  • [p]Fixed craft recipes only taking one of each type of item instead of multiple (if for instance two iron is required it takes only one)[/p]
  • [p]Fixed the junko bugs jittery behavior[/p]
  • [p]Fixed the exo planet dialogue with agents during act 4[/p]
  • [p]Fixed the safehouse scroll items view being out of range[/p]
  • [p]Fixed the daycycle from running at the same speed irrespective of the time slower/speeder (this caused the wild west quest train from ignoring the time slower and driving with the same speed)[/p]
  • [p]Fixed the audio of some sources like the engine not playing at times.[/p]
  • [p]Fixed a bug in which items spawned by a trader would float mid air for a while[/p]
  • [p]Fixed the detective coat from obstructing view in fps mode[/p]

Patch Notes for V0.978

[h3]I am currently in the midst of working on the 3000AD update, but here is a patch log from the past two weeks:[/h3][p][/p][p]Patch 1[/p]
  • [p]Fixed the hacking port from having a misleading first node, people think it is pointing left[/p]
  • [p]Fixed some issues where Edward would offer you to repair the car etc.[/p]
  • [p]Fixed a bug where animals would still run tasks in pause mode[/p]
[p]Patch 2[/p]
  • [p]Fixed the theft alarm at the blacksmith from using tom as Npc to give you a warning, as well as the horse stables from having the same issue[/p]
  • [p]Fixed the meta zap from accumulating throughout the game being paused[/p]
[p]Patch 3[/p]
  • [p]Fixes to broken time tracking of your car[/p]
  • [p]Fixed the daycycle from progressing in pause menu[/p]
  • [p]Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center[/p]
[p][/p][p]Now good luck on your future time travel adventures![/p][p]God bless[/p][p]-Erathor[/p]

V0.978 | Multiplayer Fencing | World Editor Updates | Bug Fixes

[h2]Hello fellow players![/h2][h3][/h3][h3]Today I announce a regular monthly update with fixes and new cool additions to the game![/h3][h3][/h3][h2]Multiplayer Fencing[/h2][p][/p][p][/p][p]Now you can test your sword capabilities against your friends![/p][p][/p][p][/p][p]A health bar should be now displayed above their heads.[/p][p]This comes along with several time story/ multiplayer bug fixes.[/p][p][/p][h2]Crashing against Multiplayer Cars.[/h2][p][/p][p][/p][p]This should now work nicely with an added knock-back effect to prevent the player from being driven over by a static time tracked version of your friend![/p][p][/p][h2]World Editor Updates.[/h2][p]Along with some travel bug fixes like the issue with the water level a few[/p][p]new additions have been made![/p][p]You can now add traffic to your world mod! First place a traffic system.[/p][p][/p][p]Spawn in nodes and parent them to the traffic system to create a loop.[/p][p][/p][p]Voila, you have working traffic![/p][p][/p][p]Traffic lights are available in a cross roads or t shape crossing formation.[/p][p][/p][h2]Safe-house additions & other goodies[/h2][p][/p][p][/p][p]Your plc now makes use of of the Manhofer Satellite to locate ore veins![/p][p]This should be useful when stranded and in need for uranium for instance.[/p][p][/p][p]You are now able to place trash bins (for item disposal), chests and make use of a gold stash.[/p][p][/p][p]This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.[/p][p][/p][p][/p][p]Gasoline explodes upon shooting![/p][p][/p][p]The aquarium is now fixed and has all kinds of marine life in it![/p][p][/p][h2]Next updates.[/h2][p][/p][p]3000AD[/p][p][/p][p]The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.[/p][p]This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.[/p][p]Meaning you may see some more nice vistas before the ground level becomes a dingy place.[/p][p]What happens after 2300 will be a surprise though.[/p][p][/p][p]The End of the Story[/p][p][/p][p]I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.[/p][p][/p][p]Revamps/ Beta & New Tutorial Level[/p][p]This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta. [/p][p][/p][p]Another world editor update will allow you to create custom start scenarios, and as one of those scenarios I will create maybe a separate tutorial island[/p][p][/p][p]Updates after Beta[/p][p]After the game leaves Early Access, it will continue to get regular updates, even in the content region.[/p][p]This will happen together with the reveal of my future space project.[/p][p]You can check some videos of this project here:[/p][p][/p][previewyoutube][/previewyoutube][h3]The plan is to enhance the core structure with a ground fps shooter element, and potential multiplayer modes. An update Demo is planned.[/h3][p][/p][h2]I hope you like these new additions and bug fixes, below is the full change log for you to inspect.[/h2][h2]Enjoy and good luck on your time travel adventures! And God bless.[/h2][h2]-Erathor[/h2][p][/p][p]July 8th V0.978[/p]
  • [p]Added melee combat to multiplayer[/p]
  • [p]Added health bars for players in Multiplayer[/p]
  • [p]Added an ore scanning feature to the plc map viewer[/p]
  • [p]Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader[/p]
  • [p]Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui[/p]
  • [p]Added placable safehouse chests[/p]
  • [p]Added gasoline explodes[/p]
  • [p]Added the ability to use vertical jets even with hovermode off[/p]
  • [p]Added small coin types to imperial currency[/p]
  • [p]Added the ability to charge a lightning rod with a lightning gun[/p]
  • [p]Added traffic lights to the world editor[/p]
  • [p]Added traffic systems (car route spawners) to the world editor[/p]
  • [p]Added the ability to lower the size of the trigger box when you hit a mod world border[/p]
  • [p]Changed the maximum character amount of a box name to 16[/p]
  • [p]Revamped and fixed the aquarium of 2050[/p]
  • [p]Increased car break strength[/p]
  • [p]Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story[/p]
  • [p]Fixed items unloading spawned items when putting them into boxes, without first having picked them up[/p]
  • [p]Fixed the wheels from hanging too low[/p]
  • [p]Fixed in landing mode pause and then unpause, wheels stop working[/p]
  • [p]Fixed time speeder on lower framerates from making the car jumpy[/p]
  • [p]Fixed the ability for multiplayer cars to phase through your car[/p]
  • [p]Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back[/p]
  • [p]Fixed campfire item not recognizing natural ground[/p]
  • [p]Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car[/p]
  • [p]Fixed the german translation of the DG research notes[/p]
  • [p]Fixed the german translation for ACT4 during the picking of companions[/p]
  • [p]Fixed the inability to get the no time end achievements after finishing act4[/p]
  • [p]Fixed the blue safehouse trader level preview[/p]
  • [p]Fixed the regular wobble of the car every few seconds[/p]
  • [p]Fixes to missing past self cars when loading from a save[/p]
  • [p]Fixed the meta keys appearance[/p]
  • [p]Fixed some spelling mistakes[/p]
  • [p]Fixed driving while drunk being possible[/p]
  • [p]Fixed the lag in the sandbox menu[/p]
  • [p]Fixed the speedometer from going to 0 instantly when braking[/p]
  • [p]Fixed the drumset seating position[/p]
  • [p]Fixed the waterlevel being above the mountains when returning from a mod world to pine island[/p]
  • [p]Fixed epa car mounted shooting is triggered from past self or multiplayer cars[/p]