Update log
Full No Time update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
Hello fellow players.
I wanted to make you a nice late advent gift ahead of Christmas.
ACT IV
Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)
Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster!
MULTIPLAYER PASSENGER
Want to travel alongside your friends? Enter their passenger seat and go! Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.
NEW TIME TRAVEL WORMHOLE
I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you. I may add some redshifting or blueshifting based on you going to the past or forward in some future update.
CITIZEN GO CRAZY
If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.
Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.
God bless
-Erathor
December 20th V0.965
Added ACT IV
Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)
Added remote mini messages on your plc from edward and co.
Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around
Added the ability to ride in your other friends cars as passengers in multiplayer
Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)
Added new themes to prelude the main theme, Paul Clearman Theme in many variations
Revamped the safe houses default look
Revamped the cars time travel sequence whilst traveling through the worm hole
Revamped the pistol aim animation for npc's
Revamped the time travel effects of agents since they use the Pyradome Time Machine as source
Lowered the punch physics strength of things flying away
Fixed the weapon rack from being able to be used remotely as gun turret
Fixed floating items or duplicates in inventory from switching quickly with full inventory p1
Various fixes to act 4 and remote controlling your car whilst in your passenger seat
Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)
Source
