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Display your armor in your home base, before going on missions and adventures!
Available in the deep future!
The probably biggest vehicle addition to date.
Hard to steer, but serves as a home base in of itself.
No need to repeatedly click the sandbox button now, one click suffices!
This update not only involves Multiplayer fixes, but feature additions which also target new additions to Time Story, since both features go hand in hand.
No longer will your boxes be empty when leaving them behind in past visited dates!
This means technically the Mîm letter won't appear at the same rate and will have a slightly altered message. Therefore, Multiplayer sessions should now also allow for the transfer of boxes!
Hvd's are now also programmed to send over their contained data to your friends!
You are now able to inspect your friend and past selves entering target into the display since the dates targets track through time now.
As a result you can also now time travel with your past selves, open your own past self car and enter the passenger seat to relive some adventures! But remember... don't get stuck in time without your own time machine! No coming back from there, unless a friend were to help out.
You can inspect your friends and your own ping by holding the F1 key!
The next update involving Multiplayer might involve more such additions to have more of a properly shared experience.
The next update will involve more additions and fixes for Multiplayer.
The update after will focus mainly on the World Editor. All about fixing the editor's bugs and adding more functionality to it!
Beyond that will be any remaining bugs that need fixing as well as some last additions before full release.
In fact I do have big feature's planned, one idea that floats my mind is the ability to use space cores on your time car, as well as using your EPA in connection with time and space cores. Possibly also recruiting Citizens as companions. But all that may happen in the farther future.
Added player Ping to Multiplayer, which you can inspect when holding f1 and a tool-tip, that tells you of the ability to inspect the player list
Added hvd's transferring information in multiplayer sessions (be able to exchange programs between players)
Added phone booths as misc objects to the 70s as per request
Added a gas leak trap with cctv view to manhofer mini lab
Added color variations to computers in world based on affiliation
Added minutes display to gameplay time
Added armor racks as safehouse item
Added Mim's alarm clock in duutu as unlockable safehouse item
Added interaction with burger bun to add pattie or other toppings
Added an sandbox amount slider, money just spawns in bag or smaller quantity
Added monument at the landing of lord dun
Added time tracking of player enabling, disabling time conduction
Added time tracked departure and destination dates to be displayed on your past self car
Added the ability to hitch a ride on your past self car, and consequently travel in time
Added crosshair to the texture pack, to be modded
Added location pointers to the 2300 city maps
Added a car shop advertisement at bill the mechanics shop
Added item time tracking for box contents, mim's letters are no longer the rule, but could still happen to be added to the box
Added sticks and stone spawners to the old forest
Added anti-rad pills for the pre 2010s era
Added the Moon Ranger Tank (Credit to Fusion Niels for helping with the initial base model)
Revamped the car's inner light visuals
Revamped ceiling fan visuals
Enabled car door toggling for past self cars (so you can enter the passenger seat)
Moved the meeting place of 33 ad to march 25th
Moved the deluvian event to the septuaginta framing
Increased the mini turret bullet damage
Nerfed loot drop from crates
Nerfed c600 and 800 armoring
Made it more apparent that there is an attic at eds lab
Increased the cloud chasers suspension
Moved the activation of the mod install screen earlier to the fetching package info, so people with slower cpu's
don't mistakingly think the game froze on the Lid Intro Screen
Fixed start of a new game, leaving and again loading in, spawns you under floor
Fixed 1944, mechanic shop roof is floating
Fixed the choppyness of cars driving at distance
Fixed the gold chest not being able to carry that much gold in the safehouse
Fixed blocked exit prompt is not translated
Fixed the native boat guy having weird textures
Fixed held items from counting as ground items in box menu
Fixed fragment in 1550-1650 can get lost if last item spawn gets triggered that contains quest essential stuff
Fixed Manhofer ventilation entrance 1989 can push you under ground if opened
Fixed Linux capitalization of the SourceMesh folder for loading car mods (since Linux, being case sensitive, broke during load for looking for the lowercase spelling)
Fixed fighters being in ground in the 2300 arena
Fixed the under water and heat wave screen space effect not being centered
Fixed player not moving with the car if standing on it and using a remote controller
Fixed the button texturing on the remote controller
Fixed the exo suit helmet clipping with the plc
Fixed manhofer and dude house don't exist after 2079
Fixed enemy selections staying in sandbox menu after switching to item types
Fixed a bug which would prevent the player from continuing the Eleeh Quest if Fred was selected in the troop
Fixed Edward act3 asks you are driving a mach3 even if it was not the correct car
Fixed the pickup switch out if looking at another item should only be happening if the inventory is completely full
Fixed the slow speed of item switching
Fixed time moving forward when paused
Fixed the jumpy head bobbing in controller mode
Fixed the play time text overlapping in the load menu in the russian language
Fixed time story, from breaking when first traveling from a save into the same year
Fixed the server list in the multiplayer chip from only displaying after interacting with it for a second time
Fixed install mod packs flickers on and off
Fixed 2300 map stations have texture cutting off the citadel
Fixed resyncing with your car left in the past if you traveled into the future with a friend (it would resync it to the future even if you hadn't interacted with the car)
Fixed athor gets smaller and smaller when reentering the pool in underwater base
Fixed crimson from noir quest is hanging in air down the lake in the future
Fixed sewer exit post 2300 is under rubble behind courthouse, under city has geometry sticking out
Fixed the time fragment in 2014 is now on the flying high way once again
Fixed the issue that made the semi truck not fit the future mechanic place
Fixed a potential soft lock when immediately triggering edwards dialogue in the prologue before he entered the secret hideout
Fixed being able to explode the car through too much damage, even in full power cheat mode
Fixed if over repairing the car, it gets set to 150 health points instead of the cars max health value
Fixed dimension enhancement missing its specified item description when inspecting it
Fixed shooting your past self not damaging also you
Fixed the overly fast reactor cooling
Fixed a logic error in the epa plasma movement, highly charged plasma should go straight, weak charged should be affected more to air density (go up or down)
Fixed a bug that would break the enhancements quest sequence in the archives with Edward trying to read the Agent's plans
Fixed quick save overwriting manual saves
Fixed the bug that would make the training bot heal above max health after being defeated
Fixed the color picker hue knob being off centered to high
Fixed placing dimension gate makes preview look invisible
Fixed it so semi truck and heavier won't try to dock on the small docking ports
Fixed a bug, which would break trading at places like the 6/12 if using specific car mods that have oversized trigger zones
Fixed the inventory looking empty when loading in too many items
Patch Notes
p1
Fixed the dialogues being broken for every npc's
p2
Fixed the exo suit not charging power fast enough
Fixed the jitteryness of the the player in third person
p3
Fixed a bug that would not allow you to continue past the weather machine part in act 3
p4
Fixed hovering items from environment spawners
Fixed loss of items upon putting them into box space
Fixed item event items not spawning back after dropping them in time
Fixed being locked in dialogue when the weather machine explodes whilst talking with Edward
Fixed slow health effect tick rate
Fixed the puke effect from not playing
Fixed achievements from not triggering
Fixed uranium from not spawning as hazard cloud years later
p5
Fixed shooting repeatedly spawns ghost bullets that can hit you from time story
Fixed the camera glitching back and forth during a game over screen
Fixed wrong car models for past self versions
Fixed the car floating bug when enabling hover conversion
p6
Fixed the back door to the cinema being off the wall, as well as the windows at the Manhofer main labs entrance having an open spot
Fixed the flickery under water effect
p7
Added hangover from too many cigars
Fixed so you can always use mouse in f3 log
Fixed an issue the f3 log would close upon changing scene (menu to game for instance)
Fixed mr crafty being able to be used from inventory
Fixed dropping a book on bed makes it not able to be interacted any more
Fixed wormhole exits up to a minute late
Fixed 1975 paper mentiones 1980s Manhofer attack
Fixed PLC inventory from breaking to the point where you need to reload a save for it to work again
Fixed the room for error of taxis being too litle, land slightly fast and they dont pay
Fixed the volume slider in options menu displaying double the value of the other sliders not 1-100 but 1-200
Fixed spawning underground when starting the pizza parlour job in the deep future
Fixed cars phasing through other cars when far away
Fixed fall damage happening with a delay
p8
Added sandwich thruster designs to drones, as it is supposed to be 2000s first gen hover tech
Fixed the npc spawn rate
Fixed the language mod loader not displaying if no custom items are present
p9
Fixed the optimization problems and frame drops from time story
Fixed the jumpy car when adding a new enhancement at the machanics
Fixed the player from not getting a game over if seeing his past self (or the sequence happening too slowly)
p10
Fixed a bug that made you spawn out of bounds when landing in prison in the hillmen quest
Fixed the dimension box from being able to take other items than the dimension enhancements (gold ore, and oder misc)
Fixed a visual camera jitter glitch, which occurs after replicating a box
Fixed the missing steam layer for linux
Throwing now gives you a little field of view animations to indicate how strong you will throw.
And here you see your past self throwing that item. As well as time tracked car doors.
F2 now allows you to trigger an auto save
F4 gives you an in game frame counter
cococarswitch "modname" to quickly switch to a different car via plc command
cocoframecap 120, you can now set a frame cap via this command
cocomuscle 1..100 sets muscle
cocofat 1..100 sets fat
cocohelp 0..2 was now revamped, to give more commands along with a page parameter
As it was planned, I switched from the older Steamworks implementation to Facepunch Steamworks
for performance and feature reasons. As well as being the more popular approach. The whole conversion into a new system took me a couple weeks.
Currency has gotten a visual revamp.
Traders of each time period sporting the respective currency above their heads (Before that you'd have natives with floating dollar signs).
Car Honk can help scare animals away!
You can now charge your lightning rod with all kinds of energy weapons, based on the damage they do. This will also translate into energy usage of your weapons in the future, and cartridges to charge them up.
One of the smaller features that came along with the newer Steam Layer, viewing your upload progress. Trivial but still helpful.
More systems were put onto a tick rate now, this should lessen the load on most cpu processes.
I also re enabled GPU instancing after seemingly getting rid of the negative impact it actually did some updates ago. Some Shaders were also switched out with mobile variants since they render faster.
With about 10-25 frames difference in 2014, I will keep working on it.
The improvements on that end are far from perfect, as I still haven't quite reached the mark of frame rate, that I want to reach by the end of the Beta.
I will look if I can pull off Occlusion Culling. Given the game is very dynamic in nature it will be hard but not impossible to pull off. (Essentially hiding objects that are not seen, this can be precanceled but in my case I would not be able to use Unity's pre-baked system as it would create problems.
The next BETA updates are planned as followed
MULTIPLAYER REVAMPS AND POLISHING
BATTERY & ENERGY CONSUMPTION OF ITEMS, REACTOR ENERGY CONVERSION
WORLD EDITOR
PLAYER REQUESTS TILL FULL RELEASE
May 1st V0.989
Added f2 quicksave f4 fps counter
Added time tracking velocity of items being thrown by the player along with a throwing animation
Added a line to the prologue for Edward, so he reminds you in case you forgot your reactor on the table
Added a pedestal so it is easier to reach the star gazer telescope
Added a tutorial skip steap if uranium is already in car
Added cococarswitch "modname" to quickly switch to a different car via plc command
Added cocoframecap 120, switches frame cap to 120 or which ever you want
Added cocofat 1...100 and cocomuscle 1...100 to set muscle and fat
Added car honk being able to scare animals and npcs
Added audio clue once that react crank has charged fully
Added agents dropping actual coins
Added a little door bell when entering some stores
Added time story recording for opening and closing of car doors and hatches
Added a little fov indicator that tells you when you reached maximum throw strenght
Revamped cocohelp plc command to encompass new commands and work in pages, so cocohelp 0 (0..2) will give page 1..3
Revamped the mod upload process to also include progress indicators
Revamped the trading symbols, so they display the currency of that time instead of dollar signs in 300 bc and other eras
Revamped Game Over messages to reveal more causes of death
Revamped some texturing on the trees
Revamped texturing and appearance of physical currency
Revmaped the AC Dungeon texturing to alling better with Edwin's Accordion Man Encounter (still in works)
Enemies drop now physical money, instead of it being added automatically
Moved from the proprietary Steamwors API to facepunch
The generators after 2015 show signs of age
Made it so shooting the lightning rod, now simply charges the crank instead of giving it the cars lightning state
A lightning strike will now only disable your hover mode if no lightning rod is attached
Made it so all energy based weapons can charge the lightning rod now, where as before it was just the epa lightning enhancement
Fixed fps count always maxes out at 120 at start when opening the graphics options
Fixed the join button in the password prompt from saying "Creating"
Fixed backing up for prolonged periods and immediately speeding up would make the car go speed of sound
Fixed the apphang when loading into menu
Fixed a bug that would allow you to move on a leviboard or horse in menu
Fixed the elevator leading upstairs in pine city being missing
Fixed an issue that would allow the player to lose so much muscle as to not be even ablet o lift a flash saber in combat
Fixed the possibility to jump out the elevator before doors close, glitching you all over the place
Fixed Pizza Timeline parlour from displaying a furnace inside the conveyor belt mid Athor Pizza battle
Fixed texture loading of sprites being broken for some health stats
Fixed being able to break into Edward's 300bc shack by squeezing through an opening in the door
Fixed a ticket master flying in 2200s onward around the space port
Fixed custom box names not loading from saves
Fixed some of the eleanor flower placings being in air
Fixed arena combat can be interrupted by the magicians
Fixed a bug where you can continue end of act1 if Ewald quest is active
Fixed edward has telebrick instead of newspaper in missing quest library
Fixed fish to ignore player colission if on rod
Fixed palm trees for having a white colored bark in the far detail mesh
Fixed old forest native city having two traders in the same spot
Fixed some seats at gordies burger not being interactible
Fixed crates don't fall down when below crate got destroyed
Fixed car switching from hover to land mode constantly, in time story and multiplayer
Fixed plc texturing in the prologue, when it is on the table
Fixed the terrain editor in the custom level addon editor
Fixed the teleport trigger for the world editor
Fixed the flickering exit car prompt whilst driving at high speeds
Fixed trade menu transferring items to box breaking the process only moving one item over
Fixed double references for box inventories when repeat double clicking
Fixed the car trader in the year 3000 not working
Fixed the missing car wheel suspension for time story past self cars
Fixed missing wheel type syncing for past self cars always being default
Fixed the Mach3 B not time tracking properly (only works after repurchasing the mach3 b since it is now its separate mod file)
Fixed a bug that would make the 33ad base visible in air in the safehouse
Fixed passenger seat plc reorientates the fps body in the wrong way, where only getting out and setting third person would fix this
Fixed floating in air if riding a leviboard or other ride and activating questlog
Fixed the weight of gold bars not being displayed as 100g in the plc inventory
Fixed spawn menu enemies spawning in air
Fixed some issues with performance via profiling
Fixed the issue that cause throwing not to occur on higher framerates (for good now)
Fixed items sometimes hanging in air when trying to scroll them out
Fixed world traveling should use motor fuel and not reactor uranium
Fixed a couple accidental typos
p1
Fixed the dialogues being broken for every npc's
p2
Fixed the exo suit not charging power fast enough
Fixed the jitteryness of the the player in third person
p3
Fixed a bug that would not allow you to continue past the weather machine part in act 3
p4
Fixed hovering items from environment spawners
Fixed loss of items upon putting them into box space
Fixed item event items not spawning back after dropping them in time
Fixed being locked in dialogue when the weather machine explodes whilst talking with Edward
Fixed slow health effect tick rate
Fixed the puke effect from not playing
Fixed achievements from not triggering
Fixed uranium from not spawning as hazard cloud years later
p5
Fixed shooting repeatedly spawns ghost bullets that can hit you from time story
Fixed the camera glitching back and forth during a game over screen
Fixed wrong car models for past self versions
Fixed the car floating bug when enabling hover conversion
Post Main Update
p1
Fixed arrow buttons in the trade menu not updating the offer list
p2
Added ability to undress costume and head gear via simple click, no need to drag n drop
Fixed a bug that would allow you to use vertical thrusters without hover conversion
Fixed the drag timer in the plc ui inventory taking too long
Fixed interaction between box and glove box in car
p3
Fixed a wrong translation of the "weighing you down" line for the plc inventory
Fixed the russian translation overlap in the save load system
Fixed interacting with ride objects from the plc
p4
Fixed the world travel menu that broke after the trader bulk revamp
Fixed offer lists with offers smaller than 4 displaying empty default buy buttons that do nothing
Fixed the bug that would not allow you to load the other two auto saves
p5
Added a bit fluorescence to the plc labels, so they glow in the dark
Removed the inventory stash tootlip to avoid confusing new players who still need to get a grip of the older quick menu
Fixed Edward and company hovering above the elevator when first going down in DUUUTU,
and a couple more softlocks and issues with npc's getting stuck, falling into the lava during the sequence
Fixed the stats button in the russian translation from being empty
Fixed computers from existing during the 1950s at the mechanic place
Fixed the player from having an invisible head in the plc inventory display
Fixed being able to clip into st thomas school during time travel
More fixes to the stash inventory interaction
p6
Revamped the Aurora(Jupiter) texturing and added a way to climb back up in case you fell down the ship in the 90s
Fixed travel options trader from displaying burger buttons
Fixed potentially the falling through ground issue when switching into gamma timeline
Fixed potentially the issue with money stats not being displayed in russian language
Fixed wild west poncho clipping though player
Fixed a bug that would not display the rent a room option at all, if you got no money
Fixed the inability to craft the weather core in act 3
Fixed putting off hand item into box will break your animation
Fixed soup and other drinkable objects from breaking the stash inventory upon interaction
p7
Fixed being able to get stuck by time traveling into the church
Fixed the missing map marker to the pipe entry for act 3's kraken base
Fixed the placing of the robots during the ai battle act 3, as the roads have been replaced, misplacing many of the npc's spawns
Fixed the native at the end of act 2 from potentially floating mid air and the bad natives in 300bc
Fixed campfire diappearing into thin air once ignited
Fixed it so melee enemies won't get stun locked every time by melee attacks
Fixed npc's fighting each other with swords, being locked in perpetual faint attacks
Fixed second defeat in arena breaks cycle and you are stuck indefinitely
Fixed being able to sell items indefinitely after the first round of selling
p8
Added a recipe to create high power caps
Added the ability to exit the computer password prompt via escape key and exit chairs via interaction
Added a couple dollars as reward from helping Westwood in Wild West Quest
Slightly increased forward thrust in plane mode, so that non extra boosted cars fly well enough too
Fixed some memory usage through more texture compression
Fixed the floating citizen bug for most cases currently occurring
Fixed mid arena fight leaving to menu and restarting a new game, loads into arena mode
Fixed departure BC dates from looking bugged on the display
Fixed right clicking on equipped costume will make it disappear
Fixed a bug that would make it impossible to drag a costume out of its used slot
Fixed departure time display of bc years and a fix to present year in bc time, not filling out empty digits by zero
Fixed the car falling and activating the wings with all the momentum translating forwards
Fixed the aurora from not having any recipes in its unlockable shelf
Fixed a bug in which the guys from the dam meeting, noir quest, would consist even after traveling into the future
Fixed being able to put yourself into inventory space if using a board or horse and pressing "I"
Fixed it so the blinking enter date note scales with resolution
Fixed the player from playing the falling animation when being knocked out
Fixed the npc's sitting inside horses
Fixed Gold Selling not giving you any money
Fixed the hillmen post quest books not being translated from english
(this happened when viewing those versions of the book before finishing the quest)
All sections of the plc can be accessed on the right side. It is kind of based on my old portable Unversum/Sanyo Tv Radio (second image), which also has these kinds of knobs
If a trooper agent time travels to you, he may deploy a little robot to attack you!
I also revamped the trooper agents look.
I found this old board in my stash, which was used in the 80s to improve performance of some HDDs.
It had the the general shape of a time override chip, so I thought it fit as a remodel.
March 4th V0.988
Added bulk buying
Added time travel log command called gettravelentry, allows you to print out a log that spans up to 20 entries
Added an inventory stash and equipment menu, that can be viewed from the plc
Added more basic info into the helloworld plc program for new players
Added ability to add items into inventory stash through the rebindable 'I' hotkey
Added ability to recolor plc from code with the command: systemcolor "red" (blue, cyan etc) (0-8)
Added a tutorial line by the narrator for the save tool tip, displaying the save and load ui, when entering 2014
Added an option for ui to move pixels every couple seconds to presserve old monitors from burning out
Added two additional auto save slots, so that the player can jump back in case the prior save slot got broken
Added screenshot previews of save files
Added the ability for trooper agents to deplay mini seekers
Added lost bob in 1650s and muscle house advert notes to the muscle house
Added ability to fuel a campfire via interaction whilst holding a fuel item & added more items that can be used as campfire fuel
Added more places to unlock the space core item, since it is now necessary to build the dimension enhancement
Added late medieval chests and cardboard boxes as storage items, can be enhanced by dimension upgrade respectively
Added a possibility for trooper agents to spawn instead of regular agents, via time incident in the past
Changed the dimension box upgrade to be now an upgrade item that can be applied to all box types on the workbench, instead of crafting a separate dimension box
Revamped the save load system, differentiating save slots via coloration (white is auto, black is manual)
Revamped the box interaction menu to allow for transfer from box a to box b
Revamped the trade menu to allow for bulk buying, and direct transfer into boxese or inventory stash
Revamped the PLC mesh
Revamped the override chips mesh and texturing
Made mim notes unloadible by default to avoid their clogging in memory and safe file size
Fixed glass items possibly getting destroying from collision when at high velocity
Fixed the ability to buy two dimension gates, should only be able to buy one
Fixed missing collision in the hover lane conduit antennas
Fixed it so at act 2 start the car is set to hover by default
Fixed the cooked state item that respawns will be dropped
Fixed the native's 300 bc flags to be at a right angle
Fixed after last stage quest starts, damage info stays on screen
Fixed the broad tree cap texture from floating off the branches
Fixed enemies phasing through the ground once knocked out
Fixed a bug of bringing two or more bounties in at once the second one breaks the family tree loader
Fixed some performance issues stemming from the main Gameplay Loop handling light sources and the sandbox menu causing some overhead outside it's active state
Fixed a missing translation of the Ragnar.txt line "now I know how Edward felt like"
Fixed bulletin board being broken after 2100
Fixed the dude selling soup with dollars in 2050
Fixed safehouse computers low placement and exploding into infinity, when hit
Fixed a bug where adriano would not escape up the fire ladder, if the Noir quest is inactive
Fixed meddoc has barbotte dialoge
Fixed cape dun trainer has pine city greeting dialogue
Fixed buying and selling wine at antique store gains too much money, and fixed missing ages on all items in that store
Fixed the resolution drop down not showing the full resolution with the hz rating for the setting
Fixed hover convo dialogue has dollar currency as payment post 2030
Fixed some text in russian translation overflowing from note books
Fixed ng plus item cardboard box is always visible no matter the year
Deprecated the old Dimension Box item, since it is now possible to enhance normal boxes with the dimension enhancement
p5
-Added a requested feature to be able to ride cars on top
-Added medistation at arena and medical sector in 2300AD
-Added boat shaped cave as map marker
-Added meta abilities to meta car engines
-Added city plan maps to 2300
-Revamped snackbox icon
-Fixed the car's max speed not to be speed of sound
-Fixed the bug that would make you stuck if using a musical instrument and opening plc
-Fixed being able to trigger third person when handling an instrument
-Fixed a bug that would make it easy for items made of glass to break inside the car
-Fixed a bug that would destroy the planet generator terrain and script in some very small cases
-Fixed a performance overhead caused by bens chat script in 2014
-Fixed a bug that would not apply the ee robo head to the robo main frame
-Fixed not being able to rename boxes if they are inside the car
-Fixed vending machine display cost of minus dollar
-Fixed the orange glow in some sci fi texture objects like guns and robots
-Fixed being able to get softlocked by getting stuck in the 300 bc platy arena
-Fixed the elevator labeling on north district elevator leading down
-Fixed the 2300 star port hologram from being vertical
p6
-Disabled hdri by default
-Fixed a bug that would allow you to get softlocked on Eleeh by entering the planet prematurely without any companions
-Fixed the choppyness of the light source loader
-Fixed a bug that made the linux game unplayable due to the program being case sensitive
p7
-Increased fuel consumption by a tad
-Changed Rendering Mode to forward for some performance tests
-Fixed some out of date notes mentioning Eleanor
-Fixed the faulty translateion of Sandy Cave under MapMarkers for the Russian translation
-Fixed a couple frame performance issues in 2014
-Fixed performance issues caused the old unoptimized speed tree shaders
-Fixed the mod loader cog wheels overlapping with the load detail text
p8
-Fixed direct translation of Duutu and Eleeh into russian letters
-Fixed potentially the loss of inventory items upon save load and during time travel
Hello there!
Here are the patch notes for the past two weeks!
Good luck on your time travel adventures!
p1
Fixed the black screen death at the end of the act 3 time tunnel sequence
p2
Added hint that tells you contrast and brightness blocked by HDR Eye Adaption
Revamped bridgetown & appartment look to be more distinct and final
Switched out bridge town lift with gravi lifts
Fixed the ability to access the telescope from outside in 1795
Fixed the weird handling of the accordion man case note in archives
Fixed the lightmap incongruity in edwards basement
Fixed the blackhole effect in the safehouse acting up
Fixed being able to control the arcade whilst not sitting on the chair
Fixed imperial currency going into minus when not having enough money for arcade
Fixed the bug that would not allow you to drop patties onto buns in the burger job
Fixed the flickering shadow effect when inside the car
Fixed the toon edges at the window views bugging during the kraken base level
p3
Added a uranium dispenser to the beginning room of the tutorial level
Increased distance to explode the car during Welcome in Pine Lake Sequence
Changed landing cam to display depth instead for better visual aid of distance to ground
Fixed a load of typos thanks to the help of Laxbum25
Fixed a bug that would break the fonts upon switching back from russian localization
Fixed Manhofer from missing level objects during the last stage quest
Fixed missing textures for bridge town after revamp
Fixed steering wheel hold animation lerping from being a bit buggy (switched from blendtree to time offset play anim)
Fixed steering wheel not turning in locked hover steering
Fixed hover text overlapping with display mesh by being too big
Fixed the bug that broke the hill men not moving towards the fort
Fixed a bug that would allow the player to infinitely gain money via viking gold trade
Fixed clipping ruins for vikings in the 14th century
Fixed being able to trigger the end sequence in the hill men quest with jano still being too far from the cave
Fixed potentially Westwood remaining floating in air after act 3 ends
Fixed steam trophy for far future cannot be triggered post 2080
Fixed the graphics options in start menu not being able to be changed
Fixed being able to get the bc achievement from being in the cutting room floor
Fixed it so you cannot continue the wild west quest post 1972
Fixed tiny guards in cape dun
p4
Fixed car physics at higher speeds
Fixed the matter replicator breaking after one use
Fixed landing cam view just being white in safehouse
newspaper by Odebla
Toon edges are back, after I managed to fix the issue with the effect clipping with the ocean shader.
It can be disabled in the graphics menu!
Fixes to the Eye Adaption Feature should make it now possible to use it in your normal Gameplay.
It is defaulted to be enabled when selecting the highest graphics setting.
Similar to the human eye or a camera, the view will slowly adapt to dark spaces or grow dim when looking at bright sources of light.
All text files were translated by a talented small native speaking team! Textures will follow in the future.
The new fonts should work with the cyrillic alphabet.
In case of mistakes in grammar etc. Make sure to make a post in the thread and it will be fixed :)
Enjoy!
Все текстовые файлы были переведены талантливой небольшой командой носителей языка! Текстуры будут добавлены позже.
Новые шрифты должны работать с кириллицей.
В случае грамматических ошибок и т.д., пожалуйста, напишите об этом в теме, и мы их исправим :)
Приятного использования!
I am presently searching for volunteers to make Polish and Ukrainian & French language packs. Please let me know in the comments, if you would like to lend a hand!
You can add flares to your mod that light up when in hover mode!
Can be individualized in color and size.
The interior of the car has seen some aesthetic improvements.
Dashboards give off light (will be an graphics option in future beta updates)
When landing or taking off, you can view a monitor to your right that automatically shows you distance to ground and visual feedback, for easier flight in first person.
The first beta update (which is going to be the next update) will be all about item handling, possible separate costumes slots when equipped, bulk buying &
the ability to move items between boxes directly.
Patches after the Christmas Update
... patches one & two mentioned in previous announcement
p3
Added a new command to reset Quest Npc positions cocoresetnpcs
Improved minimal critical damage due to armor
Fixed the time machine charger overflowing the text
Fixed car and npc reset on ng+
Fixed the broken hover animation in multiplayer
p4
Added commands for font control
editing the second line in _langsetting.txt to LCD14 to force Global font changes
tagging a line in a text that is non dialogue with $SF$12$SF$ would scale the text to 12
tagging a line in a text that is non dialogue with $SF$LCD14$SF$ with force the line to be displayed in that font
Fixed the infinite money bank glitch from currency swapping
Fixed throwing at higher framerates
Fixed a bug which would put subscribed items into the custom section
Fixed the timegraph from ending in 2030
Fixed the dim gate closing for the duutu mission, during sequence
Fixed it so mid lift sequence you cannot autosave
Fixed autosave not happening in multiplayer
Fixed it so you don't white screen from your past self in full powa mode
Fixed the eternal black screen when hit by the accordion man
Fixed the back button in the password multiplayer prompt from saying "creating"
Fixed a bug that would break the day synch in multiplayer
p5
Added a command to unlock all blueprints cocoallblueprints
Increased the spawn rate of medium capacitor drops
Lowered Mim's health
Fixed a bug that would allow you to trigger the car's hot keys whilst in plc
Fixed a bug that would not allow unpacked metal rods to count as fulfilling the quest in Base of Actions
Fixed the texturing on the westwood monument, specifically the players cloathing and the stone foundation beneath
Fixed potentially the constant losing of carried bounties
Fixed time fragments not resetting for NG+
Fixed manhofer ruins having the cooling tower smoke
Fixed npcs riding horses mid air and npcs hoverin in air upon spawn
Fixed cape dun horse riders going underground
Fixed Bob from existing in both a dead and alive state
p6
Modified the Car Dashboard UI to look a bit like the citroen gsa dashboard
The tutorial routes you now back to the main menu, to avoid a bug after the tutorial which would break engines from spawning into the car
Made it possible for you to sleep during the day and skip to night
Fixed the door to the bathroom at the tiki hotel
Fixed dg research notes display as being from 2007 instead of 1984
Fixed fort dun guards are invisible in pre modern times
Fixed encoding for radio call talks breaking cyrillic
Fixed Edward not continuing into the core vault End Quest, if the door is already opened
Fixed fighters of the arena spawning out of their time
Fixed name of the prologue stack of books and Mansion Crimson in beginning not being able to be translated
Fixed floaty horse riders
Fixed (potentially) floating items from past traveled times, that npc's were holding, remaining in game and in air (ice cream, news papers)
January 16th V0.987
Added russian localisation (Made by STIRLICO, TRILO, Eyeffect)
Added missing posters of Paul Clearman (By Odebla)
Added back toon edges as option
Added rum and made sky milk a craftible recipe to be unlocked somewhere in 2300
Added an earlier stage of the natives in sunny beach that is later under water
Added landingstage automatic lights
Added flares for cars that activate during hover mode (can be added in editor)
Added automatic hover landing camera
Made it so selecting Nasa Quality, automatically enables Eye Adaption
Revamped more of the cars interior look, including display luminance and more model details and texturing
Revamped grass texture
Revamped the pet capsule look
Increased fuel consumption a tad
Lowered max shadow distance for better resolution of shadows
Lowered the vertical head bobbing inside the car when driving
Increased the time, midnight fog is played to give the morning setting a hazy feeling
Fixed can access plc in prologue ng+
Fixed the ui of the end quest computer in the boss room
Fixed it so that the meeting yourself gameover won't happen whilst in a menu (trading, etc.)
Fixed the ability to open car wings whilst in chat box
Fixed that floating box in the water at sunny beach district
Fixed animal, unpack drops floating in air for a time
Fixes to certain objects dropping through the terrain (items,npcs,animals)
Fixed overload program has the wrong name in files
Fixed destroyed computers going on zapping for ever
Fixed a bug that made the dark clouds scene in end of act 3 framerate based
Fixed boatmode cars switching to boatmode for a second when getting in and out of the time travel sequence
Fixed the collision sounds from playing during the switching sequence of cars (car store)
Fixed the open air cinema not playing video
Fixed wheels clipping through the ground in hover mode
Fixed Manhofer burning down for some players when in the End Quest
Fixed some of the obstacles causing your friends to get stuck in the nav mesh of DuUtu
News Paper Art by Odebla
December 24th V0.985
Added the last quest, labeled THE END (to the main story)
Added ability to tag objects invisible inside the level editor to ease working on different time periods
(Tagging invisible only applied to editor not in-game)
Added an escape hotkey for the box inventory
Added the boat conversion into the game (2100AD onward in the new harbor)
Added better explanation of using the time machine in the useful notes
Added more rock spawn points
Added medi and radiation stations to some points in the story
Added cctv's to Tower I, and The End quest (more in that direction will be added in the future)
Added back a minimum of 30 fps as cap
Added a helper script to aid in getting the car unstuck
Added lights weights to edwards basement
(simply nudges the car slightly in one direction if the game notices the car can't move with wheels alone)
Added batteries (Not really used in game yet, but will likely be for flashlights and epa power management and other devices)
Added an option to disable the in game response curve for game pad controls
Added more collider effects with the melee weapons
Made computers objects destructible
Lowered weapons reach by 30% as players/npcs could just distance glitch a damage attack.
(it is still possible but not as much)
Retextured the scafolding during the building stage of the courthouse Pine Lake
Fixed item interaction randomly stopping
(caused by accidentally interacting with the time display whilst not in car)
Fixed texturing for custom levels potentially not loading
Fixed leaving menus with escape is opening the pause menu
Fixed a bug which would make the 33ad base appear in safe house when loading into a safe house save file
Fixed car trader from flying next to the root island bridge instead of being in cape dun in the 2300s
Fixed the dark quads objects post 1900 cape dun bay
Fixed a potential fall damage issue when swiming in underground lakes and bodies of water
Fixed punching being able to destroy gasoline
Fixed shop npc's like 6/12 from not being there at all, after visiting a procedural planet
Fixes to certain sound sources not playing due to priority settings making it mute
Fixed a bug that kept you from selecting and activating mods
Fixed a Blueprint for EMP's for being enabled when having it unlocked, or it not triggering an unlock
Fixed the jumpy brakes at higher framerates
Fixed car trader from existing during the 1600s in cape dun
Fixed a bug in which edward holds a tele brick instead of a paper in the archives
Fixed the soda maniac from not appearing
Fixed some missing button sprites in the plc
Fixed leviboard recolors whilst still in store
Fixed the inability to color your leviboard
Fixed a couple spelling mistakes
p1
Added a hint to the time display that mentions you have to the time lever first, if it is off
Fixed the ability to travel post 2019 in the beta timeline in story mode
Fixed the bug that kept the player from inserting the false core in the End quest
p2
Added a tool tip if tutorial was not finished, showing you how to save and load the game
Fixed the burned version of the manhofer facility
Fixed two doors at the tiki hotel and at the bridge town hotel
Fixed the locker in the prologue from being open by default due to a glitched locker door
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..."
Fixed being able to drive with wrong fuel types, which don't fit the motor
Fixed a bug which would happen when getting a game over in tutorial, it would still progress you towards the prologue
Fixed the gold value display from being not very readable in the value section
Patch Notes
p1
Fixed to car physics and other items like skateboard and leviboard
p2
Fixed the vending machines not vending items
Fixed message boxes from radios or npc's saying something out of dialogue, popping up in the center of the screen first
Made it so all subscribed mods are starter cars
Fixed the jumping wheels on high suspension types
Fixed it so (visual side) wheels of the car if in air will hang instead of retracting
Fixed the hacking mini games at billi and other areas in the game
Fixed no wheels hover
p3
Fixed items falling out of the car when exiting the car upon loading a save
p4
Fixed an issue that would not allow you to leave chairs upon pressing space
Fixed walking backwards initially when starting won't get you out of the tutorial
p5
Fixed the kid being in air after escaping the accordion man lair
Fixes to car physics
Fixed fullscreen mode not applying upon second launch after saving the setting
Fixed the broken hacking mini game for all other instances than in ape head space
Fixed car door moving too slow on higher fps
p6
Fixed fullscreen mode not staying active upon relaunch
Fixed Jason's and Michael's pathfinding during act3
Fixed the thunderous matters quest items rewards from floating in air
Fixed the jittery car physics at high speeds
p7
Added rads gone to the smuggler bay
Added an in game hint as to the usage of the hover mode
Fixed the fast scrolling speed of the hologram floor in the tutorial
Fixed being unable to aim with the lightning gun (not zeroed)
Fixed cars from escaping forward after choosing them in the menu during the prologue
Fixed the spawning of items all over the place from item time story, caused by putting things in the car
Fixed the north district in 2230 hovering in air
Fixed previous time story entries from tutorial appearing in the tutorial level
Fixed the unintended ability to go above 1000mph in fly mode
Newsletter made by Odebla
Screenshots submitted by Davesoft
October 21th V0.98
Revamped the tutorial level
Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.
Switched the Unity Version to 2019.4 For increased performance and stability
Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor
Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing
Added spawn points for stone items next to some pine trees
Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas
Added a fake cloud skylight after 2015 6/12
Added a crafty bench to 33Ad base in act 2
Added a guide link in the mod loader section
Upped the psp damage to 20 from its previous 5
Slightly increased Edward's PSP damage
Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points
Lowered the metal rod strength rating to be 1%
Lowered car prices in game
Changed it so duct tape can fully restore car health
Nerfed box loot not to include high power caps
Renamed Sandy with her last name Ms. Eleanor
Improved the carloader to label the current loading car mod by title instead of steam id
Improved performance of the car loader by a second per mod file
Fixed some potential performance issues with the grow tree script
Fixed a bug which would add a couple seconds of being immovable when first starting the game
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
Fixed the cemetary from now updating tombstones when time traveling right next to it
Fixed Pine hill from not existing in 1000BC
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
Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor
Fixed to item physics loading being heavily delayed
Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over
Fixed a bug, which would make arena fighters spawn before the arena even exists
Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have
Fixed the pricing of the antique shop 2300AD when selling more than one item
Fixed the ability to sell and therefore lose quest essential items
Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations
Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down
Fixed some typos in the Mansion Crimson quest logs and books
Fixed text alignment for the last page of the archeology book
Fixed all interior lights not loading
Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun
Fixed newly spawned items from hovering mid air for ever
Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases
Fixed tree colission boxes for the broadleaf and redwood tree type
Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory
Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it
Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air
Fixed car velocity zeroing after pause
Fixed it so the Mach3 is now the default custom car again in the mod loader
News Art and some of the gif media was submitted by Odebla!
See Pine Island grow into a City Island, with several districts dotted around the island!
Most of them can be visited after 2300AD
Built on Mount Uroruh, one of its smaller peaks, peeking out through the floor of the palace ^^
Visit the new palace of leadership in the city! Open to the public.
In here you can find all kinds of interesting futuristic items to gain.
And places to visit.
Amongst the local pub, this place contains an antique shop, where you can sell all kinds of items for money!
This is the domain of the fisher folk, as well as a nice vista for the space port!
So far in AD 1600 and post 2300, you will be able to earn your money by beating down waves of opponents!
At the end of 2999 You will be able to visit the last Athor, he lives on top of Star Gazer Palace.
The empire has crumbled, is there any hope for what is to come?
The hub of going between Earth & Moon and perhaps beyond.
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?
Pick the Main Robo module and assemble your own robo companion from various parts!
They cannot do much yet but definitely a nice addition as a companion on your time travel adventures!
If you have ideas for ROBO features write them in the comments!
I added music from my older Star Wars project to give the future a more mystical feeling.
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.
Gustav Holst also served as inspiration for John Williams scores, so it may give you some similar feels to his compositions.
If you find a bounty in the sewers you can obtain a new crafting recipe.
There are rumors 1650s that a local named Bob got lost exploring the sewers, perhaps you can find him.
Instead of two separate recipes I now did the only smart decision to just unify the recipe with alternate input possibilities.
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.
The next updates are planned as followed:
(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)
-Last Story quest and with that end of Alpha.
-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)
2026
-Beta Update 2 (Finishing Multiplayer & Bug Fixing, potential Story rewrites)
-Beta Update 3 (More Bug Fixes, last touches and if all is done maybe adding planting trees
Gold Status status is reached, No Time leaves Early Access and goes into the post EA content phase.
With more updates to come on a regular basis but once every two to three months.
September 7th V0.979
Added the heir side quest to 3000AD
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
Added new centuries up to 3033AD
Added Clone Warriors which attack the NHRE in the 28th century
Added the darkening of the sun after 2600AD
Added hints to press space to leave a seat/computer
Added functionality to the space time device from the aurora quest, that lets you read functional data about your location in space time
Added the space time device as craftible blueprint upon completion of act 3's Aurora
Added a feature for the barrow downs safe house, in which the grass turns to snow during winter
Added Sky Milk, the beverage of choice for the everyday man of the 2500s
Added Training Academies/Arena to 2300AD
Added an Arena to Cape Dun, pre 1780s
Added a Robotics Smithy to 2300AD with the ability to make your own robit! (Yes Robit)
Added an antique store to the north district in 2300AD
Added a disco bar to the north district in 2300AD
Added 2400 Table as Safehouse Object
Added bottles as Safehouse Objects
Added the ability to craft and modify custom robots
Added a high rise apartment room to the market district in 2300AD
Added hover bikes and a trader selling them in 2300AD
Added an alternative that allows you to use three metal rods instead of the metal pack as input for the base of actions quest
Added some more chunk loaders to reduce the load on the cpu in terms of things loaded into the main world
Added a change that makes previously spawned bounties in the pirate camp, now appear in their own sewer base cape dun
Added some routines that disable shadows on items at short distances for better performance, except for items right in front of you
Added a tooltip for new players when first equipping a costume, to tell you to equip free hands again
Added a greeting in which edwards tells you again to pick up the plc in case the player missed it
Added a native stone circle to park hill
Added texture aging to some old buildings throughout the island to show the passage of time
Added a little fun dialogue to Wolf at the Pirate Camp entrance, where you could potentially fight or intimidate him to let you in
Added Archive Disk entries for the timeline 2088-2500 and 2500-3000
Added black powder and ingredients to craft it with
Added a routine that makes melee opponents walk faster at you if you have a gun in hand
Added a hint that tells users in the workshop window the need to acquire car mods in game instead of activating them in menu
Added Bob, who's lost trying to break into the sewers in 1650
Added new PLC satellite maps for pre deluge and post 2033 \
Lowered the store price for basic capacitors
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
Changed the color scheme of the mars safehouse to be more accurate to its actual colors in real life
Removed the train station error message for fisher bay and replaced it now with the corresponding names (based on the quest result)
Fixed the performance and improved some of the time event and fps controller code
Fixed an issue with certain food objects, like water or cigars giving you fat
Fixed some of the epa damage being out of balance (too weak early on and overpowered if it goes into explosion damage)
Fixed held item is lost when going to prison
Fixed the mechanic in 2060 from having pink furniture
Fixed the Cloud Chaser waggling from left to right
Fixed Bill from selling fusion motors before 2035
Fixed the safe house red couch seating positions
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)
Fixed the junko bugs jittery behavior
Fixed the exo planet dialogue with agents during act 4
Fixed the safehouse scroll items view being out of range
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)
Fixed the audio of some sources like the engine not playing at times.
Fixed a bug in which items spawned by a trader would float mid air for a while
Fixed the detective coat from obstructing view in fps mode
Patch 1
Fixed the hacking port from having a misleading first node, people think it is pointing left
Fixed some issues where Edward would offer you to repair the car etc.
Fixed a bug where animals would still run tasks in pause mode
Patch 2
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
Fixed the meta zap from accumulating throughout the game being paused
Patch 3
Fixes to broken time tracking of your car
Fixed the daycycle from progressing in pause menu
Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center
Now good luck on your future time travel adventures!
God bless
-Erathor
Now you can test your sword capabilities against your friends!
A health bar should be now displayed above their heads.
This comes along with several time story/ multiplayer bug fixes.
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!
Along with some travel bug fixes like the issue with the water level a few
new additions have been made!
You can now add traffic to your world mod! First place a traffic system.
Spawn in nodes and parent them to the traffic system to create a loop.
Voila, you have working traffic!
Traffic lights are available in a cross roads or t shape crossing formation.
Your plc now makes use of of the Manhofer Satellite to locate ore veins!
This should be useful when stranded and in need for uranium for instance.
You are now able to place trash bins (for item disposal), chests and make use of a gold stash.
This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.
Gasoline explodes upon shooting!
The aquarium is now fixed and has all kinds of marine life in it!
3000AD
The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.
This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.
Meaning you may see some more nice vistas before the ground level becomes a dingy place.
What happens after 2300 will be a surprise though.
The End of the Story
I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.
Revamps/ Beta & New Tutorial Level
This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta.
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
Updates after Beta
After the game leaves Early Access, it will continue to get regular updates, even in the content region.
This will happen together with the reveal of my future space project.
You can check some videos of this project here:
July 8th V0.978
Added melee combat to multiplayer
Added health bars for players in Multiplayer
Added an ore scanning feature to the plc map viewer
Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader
Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui
Added placable safehouse chests
Added gasoline explodes
Added the ability to use vertical jets even with hovermode off
Added small coin types to imperial currency
Added the ability to charge a lightning rod with a lightning gun
Added traffic lights to the world editor
Added traffic systems (car route spawners) to the world editor
Added the ability to lower the size of the trigger box when you hit a mod world border
Changed the maximum character amount of a box name to 16
Revamped and fixed the aquarium of 2050
Increased car break strength
Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story
Fixed items unloading spawned items when putting them into boxes, without first having picked them up
Fixed the wheels from hanging too low
Fixed in landing mode pause and then unpause, wheels stop working
Fixed time speeder on lower framerates from making the car jumpy
Fixed the ability for multiplayer cars to phase through your car
Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back
Fixed campfire item not recognizing natural ground
Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car
Fixed the german translation of the DG research notes
Fixed the german translation for ACT4 during the picking of companions
Fixed the inability to get the no time end achievements after finishing act4
Fixed the blue safehouse trader level preview
Fixed the regular wobble of the car every few seconds
Fixes to missing past self cars when loading from a save
Fixed the meta keys appearance
Fixed some spelling mistakes
Fixed driving while drunk being possible
Fixed the lag in the sandbox menu
Fixed the speedometer from going to 0 instantly when braking
Fixed the drumset seating position
Fixed the waterlevel being above the mountains when returning from a mod world to pine island
Fixed epa car mounted shooting is triggered from past self or multiplayer cars
About
This page aggregates Steam news feeds, patch notes, and developer announcements for No Time, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main No Time statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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