In this update11
Full notes
Full No Time update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Compatibility
- Balance
- UI and audio
- Gameplay
- Fixes
No Time changes
Hello fellow players!
ACT 4 Progress
The fourth is slowly reaching its final stages with the last two quests now being in the works I had a few stalls due to me having to work on bug fixes and patches but if all goes as intended things should be finished soon enough. As scripts and 3d levels for both of the last quests have been already done for the most parts.
I will soon be going into some closed beta tests where I will let some people test the story whilst I finish the end parts.
New weapons.
All types of swords n other weapons can be either retrieved from bandits or smiths from around the island!
Once you gain a formidable sword, you will also have to be strong enough to wield it! Your strength adds also positive boni to overall damage with swords.
Directional Combat
As I was in need of a new combat system for act IV, I made it a bit more tactical and interesting as well as a bit less button mashy.
Your mouse movement decides your angle of attack or block. Hold and release to deal your blow!
The direction of blocking is not so much important as the ability to have your sword covering you from the direction as the enemy attacks!
(this actually takes me back to my older project called Dark Sea, where I originally implemented this combat system in a more crude way)
It is also a fact that that Edward Athor originates from that game. In Dark Sea he was a cooky pirate inventor, who needed your help in creating a weather machine sound familiar? You can read some of that story in the Adventures Book Stands in No Time.
Weapons holstered.
Weapons now show up on the character if in your inventory!
Armor and new Health UI
Every costume now has a visible armor rating. Whilst there was a percentage based damage modifier before, this time around it is more thought out. (I've revamped the UI looks a bit to make it a bit more appealing to the eye)
The armor rating tells you how much damage it will be able to withstand as a whole, meaning with armor of 50, pruny weapons like clubs or swords will only deal 1-3 points of damage at best becausae they have a damage count below 50 (10 weapon damage - 50 armor is negative so give the player 1-3 points of damage). If a saber deals 60 points of damage, and your armor has a rating of 50, it will deal a base set of 1-3 points + 10 extra points and so on. (And yes you can block shots with your sword)
New Armor
New types of armor and medieval clothing can be bought from the hunter, to make you merge in better with the old folk! The pirate costume has been also revamped!
Mining!
Mining ore is now time tracked. Meaning it will not respawn unless you time travel to a date before you mined the ore dry! IYou have to equip a pickaxe and hit the ore to get something out of it, or use Edwards laser. I also revamped their looks to make them look a bit more interesting.
More retributionists
Dark Mages are seeking retribution for your help in the Hillmen Quest!
There's much more in the changelog to be checked out so please do! I am working hard on act 4 and along with it will likely come some revamps of the whole epilogue quest as well, to make it more streamlined to get quicker into the main quest of the fourth chapter.
Hope you find much fun with this update, and the next one will likely focus also on some things related with weapons and hunting as I am planning some revamps on that end as well!
God bless and enjoy!
September 25th V0.958
Added directional combat for melee enemies and some melee weapons such as flash sabers, metal rods, clubs and the like
Added melee weapons to outlaw citizen
Added color coded intro sequences for important names in the plot
Added bullet blocking for both npcs and player via melee weapons
Added Edwards flash saber as his go to weapon in act 2
Added a Isla do Porto License Plate to cars
Added punching animations to the time story
Added cigars which get imported from the southern isles
Added more ai routines to the gobbos,spiders and crabs (trying to encircle you when attacking)
Added wastebails being unpackable now
Added black sorcerers which seek retribution for your deeds in the Hillmen Quest
Added a hunter costume to the medieval period
Added a regular medieval costume
Added usable swords and other melee weapons which need certain strength to be wielded
Added weapon carrying when sheathed (in inventory)
Added time tracked ore and added more ore sites around the map, revamped it's models and textures
Added black gobbos
Added grog
Added more spawnible npcs to the sandbox menu
Added tribal huts to the evil natives camp in 300 bc
Added fern to the woods & waterplants for ponds
Green Grass now turns brown in the late summer & autumn
Revamped the wolf texture
Revamped the damage system with an armor rating
Revamped the health ui and info for enemies and player
Revamped the Cowboy and Pirate Costumes
Revamped some of the bandit textures
Revamped ore mining mechanics
(now needing a pickaxe item or Edward's Laser, ore does not respawn anymore, you need to time travel into the past before you mined, to get more of the same ore vein)
Switched the NO TIME license plate to N0 T1M3 (idea by snail boi)
Changed Lore references of United States of America back to United States of Columbia
Fixes to Bens dialogue trigger for seeing you when you time travel
Fixed getting hungry during pause menu
Fixed the shacks from appearing from 1505 onwards (which is before Lord Dun and Edward discovered the island)
Fixed the Floating Log in from having strange staging in the early 1500s (floating walls and no backfaces)
Fixed prisoner inmates from not turning against you occasionally
Fixed to the hover train doors
Fixed the St. André License Plates fro displaying Andrey still
Fixed some missing localisations of objects like holy water
Fixed the torches missing gravity and blueprint from being broken
Fixed a bug in which your past self would always be called "not you"
Fixed Citizen from often just standing still, not going anywhere
Fixed a bug where in the dialogue with Ed would not start after the comic in the Thunderous Matters Quest
Fixed some of the missing or broken meshes in the upper level of the floating log inn
Fixed the secondary item handling for past self items
Fixed the puching system so you cannot punch people from 10 meters distance
Fixed lightning from striking in non stormy days
Fixed the aim sprint bug
Fixed the punching of objects during the mini job (like the hammer) and the kitchen oven in gordies diner from not working
Fixed the arcade from wanting dollars in the future
Fixed the inability to get into craft menus from 3rd person
Fixed the ui from displaying $ symbols for shilling periods
Fixed the car from exploding if in wing mode and hitting the world border p1
Made the race playable again
Fixed the ark ore texture
Lowered the nerfing of punching and weapons impact with muscle strength maxed
Lowered the needed distance for enemies to let go of the pursuit
Fixed the hillmen quest
Fixed the guards from not having sword animations
Fixed the car flipper from causing collision issues
Source
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