Versions

Versioni Upon entering the page, you will see all of the versions of No Time.

= Versions =

Tech Demo v0.1
(There is no actual recorded game changelog prior to Jan 8th but all that was added during this period was the basics of the game on its technical level)

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January 8th 2019 v0.15
-Added options

-Added credits

-Added more functions into the cars interior

-Fixes to the car controls

-Your past actions are now also being saved

-Added bullies, bandits and time specs

-Added now the danger of you spotting yourself in time so this time for real AVOID YOURSELF!

-Added traffic

-New timewarp effects

-Added the Western BBQ job for the 1880s

-Added a mechanic with a hover conversion in the 2010s

-Added a hovertrain for the 2015s

-Added Game Over

-All around more sound&visual effects

-Minor additions and fixes

-Added Sandy the Icecream trader in the 2015s

-Added a smithy with a job offer in the 1800s

-Added the Gun quest to the Athor questline

-Added Mr. Crafty and the Electromagnetic Gun

-Rewritten the first quest from Athor and added an alternate Timeline ending for this quest

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January 21st 2019 v0.2
-Added reactors as Items(Fission and Fusion)

-Added Fusion Fuel Cells

-Added Dimension Case quest to the Athor questline

-Added Enhancements to the Athor questline

-Uranium batteries wont vanish after the time jump. You have to remove the empty battery manually.

-Added a modification menu for the mechanic. It only contains color customization for the car as of right now.

-You can change the distance of holding your item now via mouse wheel

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February 19th 2019 v0.25
-Added dialogue for random citizen

-Remade various UI Elements

-You don´t have to look at your weapon now to shoot. Use left mouse to shoot and f to reload.

-Added the Fusion Cell Refuel Station

-Added voice samples for Npc´s

-On entering a Time Date you now see a preview of the destination date

-Some visual additions for the interior of the car

-Now you cannot add fusion cells if there is the wrong reactor or none at all

-Added random interactables (doors,chairs,misc)

-Added combat music

-Added No UI/Cinematic option F8

-Added Timescaling with F9 and Mouse Wheel

-Added Freecam with F10

-Added a smooth option to Freecam wiht F11

-Added the "Controls" option to the pause menu

-Added brake lights

-Headlight lamps now glow only when active

-Added a narrator for tutorial and random stuff

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March 11th 2019 v0.26
-Shrinked the car by 30%

-Minor Bug fixes

-Remade the timestory saving method

-The boxes are now able to store a small amount of items

-Some of visual improvements to the car and time effects

-Added a block for the cheat engine...(if your using it you get ported back to the menu)

-Changed the visual looks of the car

-The car can now be damaged so be sure to repair it when needed or it goes nuclear.

-Fixed a timestory issue where in the past self does not get displayed

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April 1st 2019 v0.28
-Added several sound effects for the car functions

-The setting is now on a large island as to a flat continent

-Added seasonal changes

-Expanded the town to the east

-Made Toon shading optional (Disabled by default)

-Enhanced the loading screen with a progress bar

-Changed the Depth hotkey from F12 to F7

-Added a world map into the notepad (you can see where you and your past selves are)

-Fixed a bug where you could enter hours higher then 23:59

-Changed the car sensitivity a bit

-Added turtles to beaches

-Added Coco Crabs that hunt for garbage and food

-Added the Chaser

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April 15th 2019 v0.29
-Added a lunar cycle

-Remade the star sky

-Added dynamic sounds for nature

-Remade Minijobs based on taking peoples orders

-Added exclamation marks for quest and job npcs

-Fixed the minimum travel temperature to 300 degrees

-Made the car less like driving on ice

-Added smoke when hitting the brakes

-Trader UI improved

-Changed the payment notification to a bill with a ring on the right

-Revamped the world map

-Added fall damage

-Revamped the menu

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April 22nd 2019 v0.29.1
-Fixed some aspects of the physics for the car

-Some bug fixing for the ending quest

-Customers won't group up as much in jobs as before

-Added visual effects for the car in hovermode or transitioning in between

-Added a working clock to the church tower

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April 24th 2019 v0.29.2
-Added options for custom wheels and headlights in the mechanic menu

-Added wheel suspencion to all cars

-Added acceleration sounds

-Added new AI car physics along with takeoff effects and other details

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April 24th 2019 v0.29.21
-Added a fadein screen

-Added an optional shape for the cars hull at the mechanic

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May 6th 2019 v0.29.5
-Added time shards as little secrets to find in games.

-Made attempts for esperanto, german translation

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May 9th 2019 v0.29.5 p1

-Fixed the pause menu text

-Fixed the cap for the maximal year now it will throw you back to a random date

-Added some more time travel effects

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May 13th 2019 v0.29.55
-Added the flashlight for the 6/12 store

-Added the lamp for the the 6/12 store in the 80s

-Added the carflipper to get your car unstuck for the the 6/12 store

-Changed the rendering approach for better performance

-Shopitems do respawn now on distance load

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June 01st 2019 v0.29.6
-Added a small highway around the island with settlements round about

-Added a tea shop for the wild west

-Added a fast food stand for one of the settlements in the 20th century

-A performance boost for the future setting

-Added animated talking for npcs

-Added farmland and sheep from 1770 till 1990

-Guards will now defend the wild west city from bullies

-Changed the islands geography a map update for the notepad will follow

June 1st 2019 v0.29.65
-Fixed some crashing issues

-Added new home meshes for the 50s

-Polished up some buildings for performance

-Changed the Notepad into an electronic device (You can change its color theme in the graphics options)

-Revamped the Mr. Crafty UI (now you also donot need to put in the items needed. Just have them in your inventory or nearby)

July 17th 2019 v0.29.7
-Made little additions to store interiors

-Added optional object highlighting

-Fixed animation issues with the bully npc

-Citizen can sit down on chairs/benches

-Npcs donot stop all the time while approaching a destination

-Additions in detail for the various indoor locations

-Fixed the leviboard not hovering

-Added cardetails

July 17th 2019 v0.29.8
-Revamped the ingame map

-Revamped terrain

-Revamped Water

-Fixed the training bot in the conclusion to Act I

-Fixed the barred door at the institute appearing one year too early

-Minor additions and changes

August 13th 2019 v0.29.9
-Revamped flight controls

-Revamped Tutorial UI

-The questlog now displays the current time as well as the specific quest time

-Added ability to push lampposts/fences out of your way with the car.

-Added scaling for the game map

Setpember 27th 2019 v0.3
-Added the second act to the story-arc

-A number of billboards have been added for different timeperiods

-Added custom quality settings

-Made an altitute limit for flying

-Added rain collision

-The hover train is now ridable and stops between stations

-Implemented Occlusion Culling

-Added monitor stripes

-Removed the constant beeping on the time conduction

October 11th 2019 v0.31
-Added slight head animation

-Added facial improvements for NPCs

-Added footstep sounds

-Fixed the freelook-option (for flying car) to Tab

-Removed the SideQuest counter from the PDA

-Added The Accordion Man

October 19th 2019 v0.33
-Added the Flowerbook to the book store

-Solved the issue with NPCs walking against an invisible wall at the townsquare

-Added the Elanor Quest

-A few additions/changes to the visuals of the car (also a visual addition to the hover upgrade: Hover gear for the wheels)

-Changed the time story save location and data type into the no time installation foler,

as a .csv file.

-Increased the brightness for the potato graphical settings

-Fixed the bug where the replica time cars would hit the breaks when you would

-Made some visual changes to the sky-high way

October 23th 2019 v0.33.5
-Items are now trackable through time (Warning Boxes will be empty when left behind)

-Fixed the Camera Dialogue Problem

-Revamped a part of the Accordion Man Quest and fixed a few bugs

-Disabled crosshair during 3rd persion driving

-Fixed the dropping through the floor on World-Load

October 24th 2019 v0.33.7
-Added a billboard imposter system

(basically 2d sprites to look as the real 3d objects at distance)

-Fixed the time tracked items Destroy Call

October 30th 2019 v0.33.9
-Hopefully fixed the item tracking

(Basically an explosion of spawning the same item in the same place)

-Added pumpkins for October 31st to decorate streets

-Added a cemetary

-Added many more candles to decorate the cemetary on November 1st and 2nd

-A few changes to the Time Machine visuals

-Added all Hallows eve, All Saints & All Souls Day as events in the Menu

-The Narrator has now more lines.

-The Smuggler in the alternate future sells now the MR. Crafty

November 2nd 2019 v0.34
-Made a japanese takeover of the economy in the future

-The burger lord now sells Chips&Sticks in the futures

November 8th 2019 v0.341
-Fixed the leviboard

-Items carried do not obstruct the player while walking anymore

-Fixed the inability to drop ingredients for jobs quests

November 9th 2019 v0.3415
-fixed an error in the tutorial

November 13th 2019 v0.3416
-Added a small locomotive to travel across the tracks

p3

-Fixed the issue with the Dialogue Box not fading away for certain Npc's

November 19th 2019 v0.342
-Added Hazard Zones which would result of you throwing uranium batteries away.

(The recycle stations have now a dropper for proper disposal)

-Some fixes to the Item Time Tracking

November 25th 2019 v0.343
-Started private development on Act III`s first quest (not available to the public)

-Fixed item duplication glitch

-Added a grill to the 6/12 store

-Added meat

-All meat has to be fried first

-Fixes made for the Accordion Man Quest

-Fixed the issue where you loose items and the car bugs out once your other self jumps in.

-Redwood collision boxes are now fixed

-Fixed that trackers trigger box in 1940

-The machanic now has a house in the 1940s

-Recalculated the Navmesh

-Hopefully fixed the comic for Act II

- Added cooking feature - Raw meat now drops from Monsters/Critters.

- Added Grill - Can be purchased for the 6/12 store

p1

-Time Agents do not spawn anymore, after Act II finishes because they are now trapped in 300 bc...

-The leviboard cannot be used anymore to cheat verticality. (You cannot hold and ride it at the same time anymore)

December 1st 0.344 1st Advent :D
-The game has now an official main theme :D

-Fixed the issue where you could save during the sequence between jason and michael in the sewers.

-If an item gets detected by a trade sensor, it will be destroyed in the time record.

-Raw meat can now be converted with the sir atom

-Fixed cars spawning in prior to 1900

-Foxed where Luke would not talk to Sandy

-Changed the exterior looks of the mansion slightly

-Added Christmas Event to the menu

-Fixed the bug where you are still stunned after reloading from a Game Over Screen

-Switched some calculations on a secondary thread resulting in a performance increase

p1

-Removed Cinematic time travel due to a game breaking bug removing all items in the car.

-Fixed the window blinds name and typos

-You can cook on campfires now :D

-Fixed the saving of the flower book turning into the urban book

p2

-New engine sounds

-Fixed the bug where no bandits appear in the bandit cavern except the Quest boss

-Putting wrong things into Sir Atom will now still result in them going sky high, but they will have gravity now reapplied.

p3

-Fixed the Item Iteration onto a secondary thread. This way it should have no impact on the gaming performance

p4

-Fixed an issue, where the pathfinding would create some overhead

-Fixed the bug, where bantits spawn in the cave before 1795

-Hopefully fixed the bug, where cars spawn in the past.

December 18 2019 0.345 Third Advent :D
-Improved the walking cycle for the npc's animations

-Added a christmas market for Pine Lake

-Added new ambient sounds to the early stages of Pine Lake

-Added new sounds for the Time Car

-Fixed the leviboard running away

-Changed the cars material to be more metallic

-Added volume clouds

-Weather patterns do switch more smoothly now

-Fixed the Bug, where sheep drop cooked steak

-Added a the mailing mini job.

-Revamped the Mr. Crimson intro dialogue into a comic

-Fixed the bug where the table would not appear near the end of ACT II in the cave base

-Fixed the bug where you could activate the robot near the end to ACT II prior to when it should.

-Fixed where Edward and company inside the cave would still be there in the future.

-Fixed the bug where citizen in the 2000s would be hindered by plants

-The mail carrier now has a christmas mini job for december

-Fixed the issue where in the brass clock would reappear after being deleted

-Fixed an issue with item detection sensors clearing

-In Act 2 Edward cites a poem based of Tolkiens works while wandering

p1

-Moved the Ambient Color into the blue spectrum for midday

-Fixed overcrowding of Citizen at Mini Jobs

-Fixed the weather machine not exploding

p2

-If you landed on top of Sandy cave, will not end up stuck.

-Made 2018 B brighter

-Fixed some typos

-Fixed Athor being stuck on at the 3 way crossing in the sewers

-Fixed it so that the trackers from act 1 are not carried over into the second act

-Henry is not floating in air anymore during the Missing Quest

-If you did not get a chant from Edwin, the accordion will trigger a black Game Over Screen on hitting you

p3

-Fixed the car collision sounds

December 31st 2019 0.346 (2020 around the corner!)
-The menu will display a happy "new year" on January first

-The citizen in pine lake now also celebrate new year's eve

-Automatic Numlock on start is now optional and can be disabled in (options/gameplay)

-Hopefully fixed the bug where items go beyond infinity (commonly spotted as missing reactors in some occasions)

-Added a book of archeological findings around Pine Lake

January 7th 2020 0.347
-Added Inverted Y-Axis for both flight and mouse look

-Added proper interior baked lighting (for better performance and looks)

-Enabled Questlog for the Car

-Changed the Questlog to TAB

-Changed the cars engine startup Sound

-Changed Free-Fly/Steering Switch to Left Shift

-Slight visual changes to the Town Center

-Fixed the Redwood trees flickering on distance

-Fixed the Leviboard's hover height

-Fixed the slow third person flying

-Fixed a few more typos and grammar issues (shoutout to Twiigss)

-Fixed the bug where Edward would go back to the sewers in ACT II whilst talking whith Michael

-Fixed the issue where running ahead in the direction of the leading Npc would cause him/her to stop

-Fixed some of the texture/mesh clipping spots in the sewers.

-Fixed the missing ambience in some time settings

-Fixed Edwards table in the shop, to also trigger on its sides

-Hopefully Fixed Edward not being visible, whilst falling through the pipe in ACT II

January 19th 2020 0.348
-If a bullet his an item you are holding, there is a 50/50 chance you could drop it now.

-Quest items, that get removed by completing the quest, will be also completely removed with any entries in the time story

-Added visual thrusters for hover conversion

-Added building for floating asian restaurant (does not have functionality yet)

-Revamped the Skylane visually

-Slight visual improvements for the Pizza Place

-Disabled being able to save during the laser cutting sequence in the sewers

-Added a line to the flower book, describing the Redwood tree

-Added a new chapter to the urban book

-Fixed where after saving in "A Base of Actions" (when Edward gets out of the car on the park hill) will not not disappear on load

-Fixed the player from flying into the sky, if being shoot after a game over

-Fixed Luke not being stuck inside the church

-Fixed being able to leave with the trade menu opened, when pressing F

-Fixed the players location showing up inside the map at the wrong position, while the player is inside the car

-Fixes for the pizza and burger job

-Fixed the nice family from being glowing in white

-Fixed Edward not answering in the Accordion Man quest on some occasions

-Fixed minor issues on the map

p1

-Fixed Edward from going through the side entrance floor

February 2nd 2020 0.349
-Added a direction arrow for the player in the map view

-Added a compass to the Quest Log

-Added a mechanic, where on holding 'C' it will show the compass

-Added more interesting stuff to the mechanics store environment

-Added a restaurant to the flying asian building

-Added hotkeys for interior car systems. Look into the controls for further information.

(Reactor, Reactor Cooling, Headlights, Time Conduction)

-The sky has been made infinite, so it won't clip into objects on distance to them anymore

-The sky colors (especially during the evening) have been made more vibrant

-Fixed the trader bug for Tom in the sewers

-Fixed the render errors for bernd's smuggler sky lane light

-Fixed Edward not taking the Magnetometer for the Escape Quest in Act II

-Fixed Edward from spawning inside the Elevator after loading the game

-Fixed the Accordion Man Case spawning in the 50's inside the Town Archives

-Fixed the Native at the end of ACT II from running away from you

-Fixed past saves versions of the car appearing/exploding when you launch a new game

p1

-Fixed the castle being slightly suspended in air

-Fixed a rock blocking the exit to the dungeon

-Fixed a few more typos

-Fixed resetting some global variables on reload

-Fixed the agents from running into the remnant sewer base when encountering them at the cross roads

-Hopefully fixed the kids parents not being invisible during the Accordion Man quest

February 5th 0.35
-New Items and fridges for the 6/12 store

-Snacks can be now bought in a pack of 5

-Added Occlusion Culling for the terrain

-Fixed the quest bug for "The Escape", where Edward would not progress forward

February 27th 2020 0.36
-Material Changes (Visual)

-Added the 1920 prohibition

-Added a Honey farm to the north-west (not finished yet)

-Changed the Toon Edges Option to be turned on by default (option in the graphics menu)

-Changed the Auto Num Lock Option to be turned off by default (option in the gameplay menu)

-A general Mr. Crafty overhaul

-Added a lighthouse to cape dun

-Added sub sections for the craft menu (tool, misc, gear, food)

-The craft menu will display now only a maximum of 4 items nearby (so it does not overflow)

-Made it easier to park inside the mechanics garage

-Typo fixes and rewriting of some dialogue

-Changed Client Westwood to Clint Westwood (Since one at least thought it was a typo so I decided to change it to avoid further confusion)

-Fixed the fusion cell from disappearing inside the inventory after taking it from the charger

-Fixed the snack box from respawning sometimes after opening

-Fixed the pizza job salami type giving minus points, even if done right

-Fixed the wrong era dialog options appearing for npc's at times

-A few fixed for levels in different times

-Fixed some npc's stuttering in animations at times (Luke & Michael)

-Fixed the money back in thunderous matters from disappearing after spawning (the same for a few other instances)

p1

-Fixed the framerate

-Added a few cars to the parking lot

-Fixed The car physics

-New car skid sound

-Added slight skidding effects

p2

-Fixed some velocity d rag

p3

-Fixed the doors in crmsons tower

March 11th 2020 0.37
-Added the Shilling as Currency

-Added a pirate base

-Added shilling and dollar values into the map view and main UI (Additions and changes to the UI overall)

-Added a bank where in you can change currency

-Added a hunter to Cape Dun (You can buy and sell your goods there)

-Added wolves

-Added foxes

-Added spiders

-Added the discovery for certain smaller locations (some previously known locations are hidden at start)

-Added some more details to nature

-Added billboards for each settlement and a few more details to Cape Dun

-Reverted the toon edge back to off by default

-Slightly stretched the Bloom Radius.

-Improved animal ai systems (for example wolves hunt chasers, sheep ...they flee from them and so on)

-Fixed the Car Crashing sound

-Fixed the problem where buttons behind the speech box could not be clicked

-Fixed Fort Dun having collisions even before it exists

-Fixed a few more typos

-Fixed the gun impact force. It now is directional instead of upwards

-Fixed Map Markers for settlements disappearing on the map, when on distance

-Fixed the flying cars rotating controls getting stuck sometimes

-Fixed the light house spot light issue

March 14th 2020 0.375
-Added diving/swimming into the game (DONOT DROP YOUR CAR INTO THE WATER!)

-Modified the water appearance

-Fixed the displaced Shillings Icon

-Fixed Npc's from halting at occasions insidet he story

April 12th 2020 0.38
-Added an easter event to the menu screen

-Added 2Can drinks

-Added Usable Computers (only for ACT III currently)

-Held items will now be always on focus, for interaction

-A few AI tweaks

-Fixed the oversight where dollars were payed by Fredich in the Lost Clock quest instead of shillings

-Fixed Athor waiting to react to the Jet in ACT 2 for too long. There is a fail-safe an the trigger time for it has been halved now.

-Fixed the bug where the shillings in the bank menu would always display the default 10000 display value

-Fixed the Ice Cream Shop not showing correctly in the ACT II future

-Fixed the arrow for the car in the map view

-Fixed Henry from floating in air inside the bandit cavern base

-Fixed The Crab Meat spawning Cooked Steak instead of Cooked Crab

-Fixed some shops at the christmas market for wanting shillings in the current age

-Fixed the bug hopefully where in the car would not appear in the ACT II tower

-Fixed the sting at the start of ACT II from being so loud

-Fixed a few typos

-Fixed the leviboard from sinking in the ocean

-Fixed a few visual things in the map

-Supposedly fixed the steering of the leviboard

p1

-Added slight bump mapping to most rocks

-Fixed the new experiment button being non clickable

May 15th 2020 0.39
-The monthly day count (for each month and the corresponding year) is now corrected.

-Wastebins in the future now also have physics

-Added a new clock display to the town center

-Added electromagnetic visual and sound effects to the hover wheels for the car

-Added the asian restaurant trader to bernd, in order to sell you also other goods.

-Added thruster effects to the car

-Added item throwing

-Added the Captain Pencil Action Figurene with 5 of his classic voice lines BUY NOW!

-Added the Captain Pencil Achievement

-Added a hat to the store

-Made Health/Hunger calculation easier to predict, rather than being random.

-Altered the fission reactor crafting recipe

-Revamped the character models, made a few texture upscales

-Revamped the highway bridge

-Added more future misc to the town

-A few visual and sound alterations to the plasma gun

-Tweaked the Camera Shaking for a few situations

-Fixed some physics clipping (Changed the timestep)

-Fixed clipping of held items through objects, for the most part

-Fixed the usage of held items while walking.

-Fixed the double jump issue when hitting space in the air.

-Fixed the weird scaling of the info board holographic display, in the town center

-Fixed Sandys dialogue box from being stuck after leaving the conversation

-Fixed Npc's from going through the blast door (other than through the opening) in the ACT II sewer base

-Fixed the player on the map view

-Fixed the waste bin in the future

-Fixed the bandit boss not spawning the clock

p1

-Fixed the missing atmospheric haze

-Fixed the talking pen from not talking

-Fixed the reactor from not fitting into the slot

-Fixed sir atom from not taking any fuel

p2

-Fixed The Francescos face from looking to blurry

-Fixed some of the old physics errors due to changing the fixed timestep

p3

-Fixed Tom's Burger Place from freaking out when approaching

-Some Performance and Material Fixes

-Fixed the leviboard again...

-Fixed the Accordion Man

-Fixed the selection of the reactor or the energy cells

May 18th 2020 0.395

-Revamped the Church

-Added a priest who prays at the altar

-Fixed a few spelling mistakes

-Fixed the double boxing

-Fixed the Thunderous Matters Clock not fitting into the weather machine

-Fixed the Burger Lord door being to small for the player

p1

-Fixed the priest from existing before the church was

June 12th 0.4
-Added a new water renderer

-Added footsteps to a few npc's

-Added a craftable tracker for Time Fragments

-Moved the time fragment counter into the fragment tracker

-Revamped the Box UI

-Added box naming

-Exchanged the Bill I & II mechanics with custom models

-Items close enough are now locked to your hands and don't fly around weirdly

-Changed the Components Crafty Entry to be unlocked from the start when starting a new game

-Fixed the combat AI so that for example edward does not get stuck in the sewers

-Fixed the time display in town from always showing monday

-Fixed the car from falling underground

-Fixed the items falling through the floor at times

-Fixed the swimming for ponds

-Fixed hats from turning into sophisticated dinosaurs after load

-Fixed a few spelling mistakes

-Fixed the discovery of markers in the wrong time period (Where they should not be triggered)

-Fixed the height for sitting npcs in the car, so they don't go through the roof

-Fixed the lightning on the hover wheels from being stuck at times

-Fixed from throwing items when crouching

-Fixed that npc's that go into combat mode won't close their open dialog

p1

-Fixed the item handling for the mini jobs

-Fixed the items from flying outside the car trunk

-Fixed a few visual bugs in the worlds

-Adjusted the water colors a bit

-Rescaled the fragment checker

p2

-Fixed some frame drop issues

July 20th 2020 0.41
-Added local speech bubbles (If citizen speak outside of dialogue, a speech bubble appears above their head instead of the global message box)

-Added a meadery salesman to the honey fields

-Added the mead making job

-Tweaked the message dequeue process (Now fixed to the left hand side of the text box)

-Changed the camera shake to also jitter for rotation in half of the instances

-Revamped the hover train visually

-A few color corrections

-A few more level fixes and appearance tweaks

-Fixed the npc's from ignoring enemies

-Fixed the player from falling of the train

-Fixed the camera whilst inside the car

-Fixed the possibility of Sir Atom getting negative values

-Fixed the delayed movement

-Fixed the problem if the player is trying off a ledge, the code would miss on it and would let the player plummet down.

-Fixed another load of spelling mistakes

-Fixed some textures for a few characters

-Fixed the ability to push cars with ease

-Fixed it so you cannot talk to Athor during the explosion of the weather machine

-Fixed the act 2 elevator

p1

-Fixed Edwards Pathfinding for the Tower in ACT II

p2

-Fixed Sandy from selling soup

-Fixed the missing redwood trees in the past

-Fixed the problem with the save files from older versions not loading properly

p3

-Fixed Clint Westwoods Size

August 6th 2020 0.415
-Revamped some of the UI and Item handling

* Consumables show now how much is left of the item in the inventory (not including boxes yes)

* Lamps show now a lightbulb if active in the inventory

-If a lamp in your inventory is active it will be carried around

-Fixed the Accordion Man Quest

-Fixed Npc's from being stuck at the yebay station

-Fixed the water levels from bugging out

August 10th 2020 0.42 Revamp Part I
-Revamped the tutorial and added a prologue

-Revamped the car looks (The time machine part was moved to the front, the luggage space is now in the back)

-A few alterations to old edwards face

-Fixed the lamp from falling through the floor

-Fixed the flying fish

-Fixed the npc blinking

p1

-Fixed a few spelling mistakes

p2

-Fixed the jump trigger from being toggled upon space bar release

August 17th 2020 0.43 Revamp Part II
-Added ore mining

-Added a fanfare when learning new craftable objects

-Added more variety to the Yebay Station

-Revamped the weapon handling

-Revamped the Thunderous Matters quest

-Revamped the Gun quest

-Revamped the Enhancements Quest

-A few color adjustments

-A few additions to the prologue story

-Performance boost for night time city lighting

-Fixed the item dropping

-Fixed the spamming of elevator buttons resulting in the disappearance of npc's

-Fixed the ramp at the facilities tunnels

-Fixed the camera inside the car from being stuck when switching from 3rd person to 1st during flight

-Fixed the bug where the motor is still going after getting out of the car

-Fixed Mr. Crafty from leaving items behind at times

-Fixed the car from crashing into another self in the void

August 25th 2020 0.44 Revamp Part III
-Added a gamma, contrast slider and a bloom toggle for the graphics menu

-Revamped the 1920s Town Center, along with new music

-Revamped the facility quest

-Revamped the Missing Person Quest

-Added a secret quest after the facility quest

-Many of the quests have been made time tracked (For instance as long as you are in ACT I you can revisit the weather machine debacle on the hill)

-Rotated the charger, so that you can see the Charge Level of Sir Atom, when refueling

-Exchanged the uranium voice line of the narrator, to mention the front of the car

-Fixed hopefully the bug where you would stop randomly while flying

p1

-Fixed the gun from not dropping after receiving a new item. No more anti gravity coffee from Mr. Coffee

-Fixed the bugged front doors of the facility

-Fixed the street lamps in 1795

-Fixed the spelling mistake "resque"

p2

-Fixed the wrong name of the agents orders

-A few postprocessing fixes

p3

-Hopefully fixed the weird and random car stops

-Fixed the car bugging out when pausing or at distance

-Some UI Revamps

-Implemented Dynamic Occlusion Culling

-Switched to deffered rendering, to test out if it works well enough

p4

-A few more performance improvements

September 14th 2020 0.45 Revamp Part IV
-completed the ACT I story revamp (comics to be revamped at a later date)

-Revamped the ACT II portion up to the point where you arrive at Tower I

-Revamped the Jet visuals and AI

-Revamped the landscape for the alternate reality of post 1990, more interesting levels to   traverse and observe

-Revamped the Smugglers Hideout and functionality

-Added a supression field to any hover vehicle below a certain altitute for post 1990s

-Visual Revamps to the UI

-Added the event, where fredich is the "first" human to climb the mountain Uroruh

-Fixed the achievements from not triggering

-Fixes for the facility and prologue quest

-Fixed the the occasional blocked exit at the ACT II introduction

September 20th 2020 0.46 Revamp Part V
-Revamped the story up to the part, where Edward tells you to land on Park Hill

-Added corresponding labels/signs to all stages of the police department

-Added new lightning effects to the surrounding clouds and ATMO Exchange smog

-Added sounds to the metal bar doors.

-Added more blueprints to be found throughout the story

-Added sun rays to sun and moon

-Revamped a few items visuals

-Revamped the interior of Tower I

-Revamped the Seeker Bots AI and visuals.

-Lowered the jet approach for the sewer route

-Fixed the Car Flipper

-Made the Car Flipper a craft able item to be unlocked

-Fixed the pizza bot from being pink

p1

-Fixed the item duplication upon drop

p2

-A few typo/spelling fixes

-Some Performance Improvements

-Fixed the the wrong buildings from appearing in the wrong time frames

November 12th 2020 0.6
-Added ACT III, the last chapter of the NO TIME main story.

-Finished the Revamp on ACT II

-Added Time Wipes

-Added more cars to the future

-Added reflection probes

-Added normal maps and exchanged the holographic shaders

-Added more achievements for ACT III

-Revamped many items appearance

-Revamped most of the characters shading

-Revamped the cars interior (Also added floor windows for the hover conversion)

-Revamped the savesystem with the addition of multiple save files and auto saves

-Changes and additions to the mechanics menu (Exchanged the car shape option with a time machine positioning option)

-A few more fixes and revisions for ACT I

-Added the swamp monster to ACT III 300 BC

-Added more random blueprints to be found around the levels of Act II

-A few typo/spelling fixes

-A few fixes for CITY I (Level Design, AI, ...)

-Fixed the delayed walking

-Fixed the stepping sounds when on the leviboard

-Fixed the Color Menu Handle being off

-Fixed Luke from not triggering the Elanor Quest in 2014

-Fixed the lamp from disappearing/reappearing upon toggling

-Fixed problem with sir atoms spawning with your items

-Finally Fixed the Sequence of Athor falling through a draining Pipe in ACT II

p1

-Fixed the Gratulations Note from appearing instead of the useful notes

p2

-Spelling Mistakes

-Minor fixes to the story

p3

-Fixed the broken interactions

-Fixed the flying people at ACT III's courthouse

-Fixed the rattling from continuing after the PiratesQuest was finished

-Made the Elevator Shaft Climb slower

-Fixed the native leader from talking to you even without oloomooloo

-Fixed the spider rattling after the quest was finished

p4

-Fixed Athor from running away after falling down the pipes in ACT II

-Added a GamePadMode Toggle (Press LeftCtrl + G)

p5

-Fixed the popping in of buildings after time travel

-Fixed the speakeasy mafia from being pink

-Fixed the time stopping bug

-Fixed the time meter from displaying the wrong rate

-Fixed the loud EPA loading sounds

-Fixed a misplaced landing light

-Fixed a few more typos

-Fixed francesco from still having an angry face after the timeline being reverted

-Fixed the flood gate in the prologue from not opening at times

-Fixed the chip from disappearing after the prologue (hopefully)

p6

-Bernd in ACT II sells the magnetometer now as well at a discount price

-Fixed the time meter from triggering the alarm too early

-Fixed the wrong Questlog update for henries missing quest

-Fixed problems with the mansion not appearing correctly after the crater should appear

-Fixed the flying train station appearing in earlier years

-Fixed the open entrance at the back of the school

-Fixed your other self from not appearing in the past

-Fixed the issue where some players were not able to talk to Edward for the courthouse meeting at 2 AM(increased the time frame in which the quest can be absolved)

-Fixed a few more typos

November 23rd 2020 0.62
-Added custom key binding

-Added the PSX styled Graphics Mode (Just a preview but still)

-Gave Banker Bot an original new face

-Revamped the pause menu

-Some clean up to the GC allocation

-Raised the volume of the Wastebail achievement Narrator

-Fixed the amount of reflection updates to the proximity of the player (Possibly reducing mini frame freezes)

-Fixed npcs from walking through buildings at edwards backyard

-Fixed npcs from flying behind the courthouse

-Fixed the small palms at the main street

-Fixed a few more typos

-Fixed Edward from spawning in air when landing in ACT III pine lake

-Fixed Bernd from not selling anything in ACT III

-Fixed the fusion cell from still having glowing textures even if uncharged

p1-2

-Minor fixes to shaders and materials

p3

-Fixed a few roads from appearing before 1920

-Added stone tablets to the Accordion underground level

p4

-Fixed the pink coffee mugs and cars

-Fixed a few misconceptions about what to do at the henry quest

p5

-Fixes to the facility quest and the missing quest not triggering

-More fixes to pink missing materials

December 6th 2020 0.63
-Removed the standard unity dialogue starting window

-Moved Fullscreen and Resolution options into the graphcis menu in game

-Added a new book to the library store

-Added a dedicated teleportation method of the car which hopefully fixes drops of items from the car for a fraction of the occurances

-Increased the size of the Time Wipe threshhold. Meaning it wont happen as often.

-For new players Toon Edges will be now active by default (but can be disabled)

-Changes to the interpolation of past cars and players

-Some revamps to the Message Box animation

-Fixes to the enemy AI, so it would not freeze (happend when the player hid while the AI was aiming)

-Fixed the oversight were you could save after you open the first door with the code in the bunker in ACT III (so people don't get soft locked as it is supposed -Fixed the bug were premature closing of the PLC bootsequence would lock your controls

to play out like a sequence)

-Fixed the error artifacts for the questlog showing up at the freeroam

-Fixed the dialogues for ACT IIIs bernd and tom

-Fixed the facility quests problem where edwards note on the table would mix into the pizza timeline

-Fixed the black screen game over from not giving a restart option

-Fixed the banker bots face

-Fixed the flashlight from showing when in the car and third person view

-Fixed the streets at ACT III pine lake square 2014

-Fixed the car from being blocked upon reload of the save

-Fixed the "Can't drive right now" after time travel

-Fixed Athor from existing in ACT III's future before rescuing him in the past

-Fixed the flashsabers appearance over water

-Fixed more typos

-More fixes to pink missing materials

p1

-Fixed the graphics menu from not working in a loaded game

-Fixed the weird dots on books

p2

-Fixed a few typos

-Fixed a few misplaced trees

p3

-Fixed the tank health display

-Fixed a few more bugs from ACT III including problems with the ending part

Dec 19th 2020 0.635
-The start up dialogue box has been reimplemented

-Some rescaling of the concrete textures

-Added the roover dam

-Added blimps to the sky

-Changed "Vial Native" to "Vile Native"

-Fixed the animations and altered some of the dialogue for the ACT III ending

-Fixed the Questlog description of the "Welcome to Pine Lake" quest ending

-Fixed the flying fish

-Fixed the game from loosing your item, which you held upon the end of ACT I

-Fixed some bugs from ACT II

-Fixed Bernds trade option in ACT III

-Fixed the rock collision

-Fixed mincies tea texture

-Fixed some rendering issues for cape dun

-Fixed the pink car LOD

-Fixed the burned car wreck and random loot positioning of the ACT III future

-Fixed some more typos, thank you for reporting them

-Removed Mîm

p1

-Fixed the slow character movement

-Fixed the fusion cell charger (after taking the cell directly in to the inventory)

-Fixed the city center night lighting

p2

-Changes and fixes to ACT III

-Changed the act 3 "intruder" to agent

-Pulled the time reset on to a secondary thread

-Made the likelihood of a time reset 10 times lower (or rather once your save file reaches above the size of 10 mb)

p3

-The missing person paper now spawns an alternate version in the archives, after the quest has been completed.

-Fixed the aiming of enemies

-Fixed the Mistery Crimson softlock, you can now procede in playing the quest.

p4

-Added a frame cap option in the graphics settings

-Fixed the Missing Persons quest from activating after triggering the dudes quest

-Fixed the root cause of loosing items like the EPA during an Item Switch

January 1st 2021 0.64
-Added more reactions for the npcs when seeing the car

-Added Baked Sand

-Added sound effects to the charge level of fuel cells

-Added a cap on top of sir atom, so that it won't eat any of your food in your luggage

-The UI Controls Hits now display the correct key bindings

-The Anti Air Gun now only targets your mid flight

-The rope climb sequence in ACT III now responds to your custom input

-Fixed it so no one can save past 2029, to avoid soft locks

-Fixed the infinite recycle loop for sir atom, if you simply drop an item on top of it, instead of putting it in

-Fixed the time, not to be frame dependent.

-Fixed the rope climb in ACT III not to be frame dependent.

-Fixed the underwater issue in the last stage quest

p1

-Fixed the pathfinding of young athor at the manhofer institute in ACT III, while following you to the car

-Fixed some materials and renderers

p2

-Lowered the big spiders walk speed

-Made the ending 3days darkness approach framerate based

-Added another ad to the blimp

-Fixed the controls menu labels for car and ride

-Fixed the quest description for the Pirates quest

-Fixed it so that when entering freeroam after finishing the story, the second mini ice age won't happen

January 27th 2021 0.645
-Added the NOIR Side Quest

-Added the Med Kit

-Added wings to the flying care in cruise mode (blue mode)

-Added bots flying around the normal 2014 future

-Added the sand monster

-Added saloon doors to van bards bar

-The Loot is not random anymore when it comes to animals, ensuring that it always drops something

-Lakes are now freezing over in December and January

-Increased the cap for brightness

-The car now stalls and makes noises, instead of giving you a message that you cannot drive right now (at certain points in the story where you cannot drive)

-Moved the cars final plan meet in ACT III from the park hill to bills mechanic place

-Changed the time travel sequence with the help of the accelerator. (You need to fly through the tunnel with the car in order to trigger it now)

-Fixed the car bumping when accelerating a certain speed

-Fixed ACTIII ROPE CLIMB

-Fixed the wheels for the landing sequence from going too far in.

-Fixes to the Car Controls during driving (No more slipping as if driving on ice)

-Fixed the Speed Glitch for flying (I know I liked it too and it served us well, but I think it is time to part ways with it now)

-Fixed the intro and dialogue wait to be frame independent

-Fixed the intro logo from being sliced

-Fixed some more typos

-Fixed most of the roads, so they don't act like road blocks.

-Fixed the buggy transparent buildings

-Added the Floor Gnome

-Removed Mîm

p1

-Some fixes for the NOIR Quest

p2

-Fixed the pink machine inside athors lab

-Fixed the holding direction of baked sand

p3

-Disabled the debug stall when pressing 'u'

p4

-Fixed the spacing for the box inventory menu

-Decreased the collision size of the wings, making them less likely to collide with something

p5

-Fixed the possible freeze of the Comic after time travelling through the tunnel in ACT III

-Adjusted the drag of cruise mode during flight slightly

-Fixed the wheels from going too far inwards after coming out of hover mode

p6

-Fixed the pathfinding on the bridge, which cause athor to spawn below the bridge in "The Last Stage" ACT III

-Fixed the Don from appearing long (decades) after the meeting occured

p7

-Fixed the slow hover speed in the blue cruise mode

-Fixed the camera clipping in third person

p8

-Fixed typos for the Noir Quest

-Fixed being able to talk to the rampone gang man after he was shot

-Fixed Crimsons last animation in ACT III from sometimes not triggering

p9

-Fixed the car from noding to the right after initiating hover

p10

-Fixes and balancing for the burger job

-Fixed the stuttering for the player movement

p11

-Fixed the bug of not being able to trigger any job, due to the UI not triggering

p12

-Some fixes to the level design (missing textures, collision clipping walls)

-Fixed the Car Shaking

p13

-Fixed some of the level design in ACT II

-Fixed the ending screen credits roll

-Fixed some typos

March 6th 2021 0.65
-Added a new default wheel type

-Added Sound FX for the pause menu

-Added screaming for the player mid fall

-Added color variants to npc's text labels, telling you their stance towards you

-Added cinematic black bars to distinguish sequence occasions

-Changed the default start color of the car to plain white

-Citizen will now react to whether an item looks too futuristic for their age (having a futuristic tag attached), as to have it being calculated by how far from the future it comes, in terms of years. (This would prevent citizen from reaction to a piece of meat, because it comes from the future)

-Revamped the player sounds

-Some Adjustments to the Quest Log, making it easier to read the quest description

-Retextured the donut

-Npcs will return to their origin Pos, of the last target they went to, when pushed too far off

-Lowered the Ram usage by using the crunch compression method on many of the textures, and lowering most to more proper sizes (not bigger than is actually needed)

-Added Custom key binding for the abort job button

-Fixed a part of the item duplication during frying &/ cooking

-Fixed a pathfinding issue in Cape Dun

-Fixed the moon from stalling behind, during movement of the camera

-Fixed the Silvester Markets Dialogue for the traders

-Fixed the OG's hat shading

-Fixes to the jittery camera rotation

-Fixed the facility quest from not triggering the finished tag

-Fixed more typos (circuit board != circuit borad)

-Fixed Crimson and Edward for the ACT III ending

-Fixed the traders sell option, where in you could sell him the item infinitely, without it vanishing

-Fixed the car from crashing into invisible walls

-Fixed the platypus boss health

-Removed Mîm

p1

-Fixed a slight performance impact when meeting your other selves car, due to an index error loop

-Fixed the problem, where in after meeting yourself and the game over ensuing, you could not reload the game without being stuck with the white screen

p2

-Decreased the cooldown threshold for toggling the freelook mode whilst in hover

-Fixed Igor from shrinking when shot at with the epa mark 3

-Fixed being able to shoot Igor at the first place, since he is a friendly/neutral npc

-Fixed fisher bay sign posts from existing before 1544

-Fixed the holes inside the mead halls walls from existing past the meadhalls existence

-Fixed the bug where in you could not display some of your finished quests in the log

p3

-Fixed the first parts of ACT II

p4

-Added dialogue animations

-Revamped some characters, including Edward young and old

-Fixed the default quality setting (It always reverted to psx, sorry for anyone who had played No Time for the first time thinking this was the default graphics set)

p5

-Added more dialogue animations

-Fixed the quest description of the diverting actions quest

p6

-More characters revamped (including bill the first and second)

-Fixed the issue where the talk animations would only play by a chance of 50%

-Fixed most of the npc animations, where noses and beards would not follow the rest of the npc

-Fixed the narrator from talking mit conversation

-Fixed broda at the end of the viking quest from not sitting

-Fixed some blurry textures on items

-Fixed the fast speen of the citizen

p7

-Fixed the face of young edward

-Fixed the highway road bumps, the road is now one segment, instead of a series of badly stitched together parts

-Fixed some typos

-Fixed the low distance to jason at which he disappears in the smuggling quest

-Fixed the missing traffic on the high ways

p8

-Fixed the smithy job (not being able to hit ingots with the hammer)

-fixed the books from not altering for the respective time line change (missing person & vikings)

p9

-Fixed more typos

-Fixed Edwards fast running speed

-Fixed the third person car view with your held item following the camera.

-Some dialogue rewrites for Jason's dialogue and Crimsons introduction in ACT II

p10

-Some additions to the Act I's story (Edward owned a stun gun during the prologue)

-Fixed the part, where Edward runs incredibly fast in the facility quest

-Fixed Bridgetown from fading in and out all the time in the past

-Fixed Edward and Jason from going into the terrain in the Diverting Actions Quest

-Fixed the temperature meter in the menu to display 0°F instead of 0F, since people thought it was "Off" wrongly spelled. Either way I fixed it now

-Fixed some pink materials in the menu

p11

-Fixed the misplaced buildings and tank on the road in ACT III

-Fixed the ability of being able to travel to undisclosed time periods

-Fixed the delayed chunk loading (This should prevent buildings from popping in too late after time travel)

-Fixed the hunters sell option, so it only deletes what is to be sold

-Fixed the jumping uranium in the car, finally

-Lowered the traffic amount in the future city, hopefully this will decrease care piling

p12

-Fixed the game from breaking after punching pizza dough at the job

-Fixed the leviboard jumping when riding it right after holding it

p13

-Fixed a few problematic pavements, where you could ge stuck on

-Fixed the bridges abruptness (They slope smoother now)

-Fixed the possibility of being dragged along with the train, even if you got out already

-Increased the wheels collision scale, making it easier to get out of such situations

-Fixed Luke from appearing before 2013

-Fixed a bit of the performance impact when driving the car

April 6th 2021 0.66
-Added the first part of the Epilogue Quest

-Added a Remote Controller for the car when following the Epilogue Quest

-Added four more blueprints

-Added the copy machine

-Added pebbles scattered around the terrain along with a revamp of the bridge region next to bens donut place

-Added a water impact effect, when jumping from higher altitudes

-Added mouse sensitivity to the controls menu

-Outsourced the prologues dialogue (Making it ready for translation in the future)

-Revamped Ben the Donut Maker

-Revamped Ben's donut shop

-Fixed the shot gangmans dialogue in the noir quest, namely he is supposed to say nothing

-Fixed the falling sound from continuing after hitting water

-Fixed the doors from displaying a different key name than the actual item

-Fixed Crimson from being displayed as friendly during the dialogue

-Fixed the speed of the credits screen

-Fixed the fragment tracker

-Fixed the spacing on some of the credits names

-Fixed more typos

-Fixed the ending of ACT III with Crimson and Edward

-Removed Mim

p1

-Fixed Reactor and Fuel Cell problems

-Fixed Athors invisible chair walk at the Epilogue

p2

-Fixes to the Epilogue Quest

p3

-Additions in terms of Detail to the world

-Amped up the ambience brightness during the day

-Fixes to the Fuel Cells displaying 0%

p4

-Fixed the charge from displaying 0%

-Fixed the double quest advance description when Meeting Henry in ACT III

-Fixed the dude from getting very close

p5

-Fixed the car from running into invisible walls

-Fixed Ben's Chat

p6

-Fixed the bug of too many agents spawning at once

p7

-Fixed Ben's greeting from saying "hr" after unlocking the achievement

p8

-Fixed the overflow of quest dialogue in the PLC for quests like "Diverting Actions"

-Fixed a bug which prevented you from continuing the Accordion Man Quest

p9

-Fixed the missing archives in ACT II

-Fixed the not disappearing tracked cars when time traveling, mostly

-Fixed some more typos

p10

-Fixed the npc's from saying hd instead of translated text

p11

-Added a 2Can to the Core Room

-Gave a cooldown to the copy machine

-Fixed the player from being able to view the compass before gettings the questlog

-Fixed the EPA's charge indicator from displaying the value 3 instead of 0 after usage

-Fixed the fragment checker

-Fixed the lamp from being toggled while inside the car

p12

-Fixed the fragment checker display

-Fixed lamps from being held while inside the car

p13

-Added a new flashlight sound

-Added an experimental fix to the vanishing of items from the car upon load

(all items in the car get set initially up by a few centimeters as to not glitch through the ground)

-Fixed the disappearance of items once the remote control emerges out of its time travels

p14

-Fixed the copy machines usage

-Fixed fred's manure shop from not appearing

p15

-Added some motion to wheels when the car is moving, while you are outside

-Fixed the inability to revert the time machine change in the mechanic

-Fixed the crime scene in Noir from appearing too early

-Fixed the brakes from smoking after leaving the car

-

May 25th 2021 0.68
-Added a revamped quest to ACT III, replacing "Mystery Crimson" with a new quest called "The Aurora"

-Added variations in footstep sounds based on the surface or material

-Added an arcade machine to the 6/12 store!

-Added a new chapter to the urban story book

-Added newspapers which spawn around the city, each new edition being spawned every few years

-Added a few decal details to the streets

-Added a gas station to the 6/12 as a visual addition

-Added a scrollbar for the quest buttons in the log, preventing an overflow of the buttons in the finished tab

-Added Npc reactions to you hitting them

-Added a FOV slider in the graphics menu

-Added a metallic option for the color of the car

-Perishable foods and books now disappear after a year of dropping them

-Decreased the possibility of Npcs popping in on screen by having them only spawn off screen, when behind you for example

-Revamped the Character Model of the Burger Lord Employee

-Some alteration to the Lost Clock quest, explaining better on how to find the bandit cave.

-Some minor revamps for the character models

-Fixed the repeating black out screen on october 1st 1795 next to athors estate

-Fixed npc's from floating above the ground for the most part

-Fixed more of the items in the past mechanic, it is now build in stages, where you can use things like radios and lamps in the 1900s, it will be suspicious in earlier periods

-Fixed the end of gathering up all fragments, for those who already did and got nothing. The items will be spawned for you at game start.

-Fixed the late chunk loading after time travel

-Fixed the problem of the tutorial not triggering the right buttons with a custom keybind

-Fixed the landing sound from playing many times at the same second

-Fixed the PLC from summing fall damage which would kill you if falling

-Fixed being able to steal items from 6/12 by picking them up from outside the store

-Fixed the issue where it would trigger the next part of the story and block you from exiting the sewers during the battle of Pine Lake

-Fixed the Mead Making Job, you were not able to punch in the water bucket.

-Fixed more typos

-Removed Mim

p1

-Added visual hints onto the riddle gates

-Increased the shop alarm trigger at the entrance

-Adjusted the metallic value

-Fixed the newspapers from not spawning in the ACT II future

-Fixed the password for the Auroras core room

p2

-Fixed the time freeze

-Fixed the book store trigger which prevents you from stealing

p3

-Fixed the headphones of the com agents from not following the head

-Fixed a custom leave computer key binding from leaving the computer mid entering a password

-Fixed the game from breaking after inserting a board, that you are riding on, into a box

p4

-Fixed a small bug for Michaels Birthday which made Edward disappear

-Fixed a few more typos

June 7th 2021 0.685
-Added a cave with some hill man above where the dam is, in the 1500s

-Added nice Water Falls above the dam

-Fixed the Gamma/Contrast Slider in game

-Alterations to "The Last Stage" in the dialogue with crimson and the last comic.

p1

-Fixed Jason's little EMP tutorial dialogue from not taking rebound keys into account

-Fixed the floating aurora on Pine Island

-Fixed a missing space typo for the sell button

-Fixed the car from doing back flips if entering the save/load system

p2

-Fixed a bug in ACT III where edward would not respond to you in the 1980s in the Back to the past quest

-Fixed the camera from glitching if having reloaded from the third person view

p3

-Fixed the save system button triggers

-Fixed the chair from displaying the "kneel" phrase instead of "sit"

p4

-Gave Erombur a jacket

-Fixed the gun from being locked when aiming at the training bot

-Fixed UI button triggers from not being clickable in the Craft Menu

p5

-Fixed a rock from blocking the way in Act III's bunkers

-Time Agents have now bandit voices

-Made Speechboxes scaled based on distance

-Revamped the Ale Item's appearance

p6

-Altered the Dude quest, so you can alternatively also give the Dude a stack of twenty crabs

-Fixed a few more typos

p7

-Fixes to the Base of Actions Quest

-Fixed a few more typos

p8

-Fixes to the mini jobs, flying objects, non functioning triggers

-Fixed the delayed timing of updating the target name

June 30th 2021 0.69
-Revamped the Inventory System (via Mouse Scroll)

-Added an option to flip the car if it turns out to flip on its head

-Added a Pine Island geography book

-Added a park ranger at the pine island reserve to the south east

-Added a potential auto hand break if outside the car and the car being parked and not moving (it works best on not too steep hills)

-Added a bug report button in the pause menu (redirections you to the steam bug forum)

-Holding Items closer or farther is now controlled by the number 1 and 2 buttons

-Improvement in color of the ocean water

-Localized all Map Markers

-AutoSaves are set now to trigger every 15 minutes under the condition that nothing major is happening (be it a sequence, or a dialogue)

-The Cinematic Key have to be toggled now in the control menu

-Lowered the color intensity in post processing by a slight margin

-Fixed the car glitching or flipping after time travel by setting the car a few centimeters higher in the air after reentry

-Fixed the brick textures for the sewer base

-Fixed the staircase at the school from blocking you

-Fixed from being able to jump while crouching

-Fixed Car Stop Trigger

-Fixed the steering wheel from displaying "Enter Car" if sitting inside

-Fixed massive overhead during the "Diverting Actions" quest. (For those who already are in the quest and have lag, I suggest you purge your time story. That should fix it for you)

-Fixed more typos

-Removed Mim

p1

-Fixed the geography from being replaced by the comic book

-Fixed the remote controller from not functioning properly due to the new auto brake feature

-Fixed the car from activating hover mode if pressing space when holding the remote controller

p2

-Increased Mr. Crafties detection range of your items

-Fixed the ranger from switching random faces

-Fixed a possible out of bounds exception for the inventory (if by a glitch you happen to have more than six items in your inventory at start)

p3

-Fixed the bug where in you would be able to drop items when entering a password into a computer

-Fixed the 3rd person cam for the car, which most often glitches like in the instance of parking the car inside the mechanics shop

-Fixed The shilling bag from not transferring your money once used

-Money bags now display the (Use Info Tag)

p4

-Added another condition so that the auto save, so that it cannot save while another save is currently processing

-Added a cooldown to the trigger of the Time Events at start, so that everything can load in properly

-Fixed some digestible items from displaying a fully green circle even if consumed partially

-Fixed the pack of eggs lying on the ground in the store

p5

-Changed something to the workflow of the save system to see if it fixed the present saving problem

p6

-Fixed the massive overhead for future players during the CORE section in ACT III. For current players, delete your time story. That will fix it also for you :)

-Fixed the floating item issue at the diverting actions quest and during the last stage with the virus chip (Credit goes to Tristan for his reports)

p7

-Fixed some of the glitches when giving items to npcs during ACT III

-Added a 300BC craftable chip after you acquired the chip in ACT III

-Fixed the floating items on the table at the beginning of ACT II

-Fixed the loss of any item you held before ending ACT I

-Fixed the slot from automatically switching to the next item instead of having a free hand after dropping an item

p8

-Fixed an issue at the last stage quest which would get you booted up in the accelerator tunnel sequence

-Increased overall performance due to a change of settings

p9

-Fixed the bug where the important files would still be displayed in your inventory slot after you gave them to Edward

-An adjustment to when Edward tells you to take a step back in the Escape Quest (changed it to "stay behind me")

-At last the Save System issue has been rooted out (Credit goes to XylanXS & DeloreanDMC_88 on Discord for aiding me in extensive bug testing and debugging)

-Minor Fixes to the Aurora Quest, credit goes to Mattomo for testing

--

August 21st 2021 0.695
-Reverted the inventory control scheme to the old layout by pressing the numbers on the keyboard. Scroll Wheel is back to being the farther/ closer item control.

-Added costumes for the player to wear, people react accordingly sometimes. You can see your full costume when looking at your past self.

-Added free mode (Basically sandbox, no quests or story, more to be added soon)

-Added a secret chip during the epilogue quest, which will lead you to a save house (Don't tell Erathor -Mim)

-Added three time line chips to be unlocked (Blueprints hidden inside the save house)

-Added auto save and time wipe sliders to control how often they trigger in the gameplay options

-Increased the inventory cap and the save slot cap by 2 more slots

-Fixed the agents in the Escape Quest in the sewers from popping up in front of you

-Fixed some typos for the ACT III "Back to the Past" Quest Description

-Fixed rockets shot by turrets in ACT III from following you through time travel

-Fixed the suppression field, which block hover cars in the alt future, to function properly

-Fixed the bug of dropping an item and scrolling at the same time, causing the inventory from not removing the item from the ui

-Fixed the bug where in the player could glitch himself into the car while at the end of ACT I

-Removed Mim

p1

-Fixed The Pirate Bay Map Marker from displaying "Ranger Tower"

-Fixed the missing white tunnel exits during the time travel sequence

p2

-Fixed the bug where in you could not travel/save or use leviboards after finishing the Vikings quest

-Fixed the bug with the door riddles not updating their names when triggering the locks

-Fixed the Accordion Man from not approaching

-Fixed the Rhogur from not moving at all during the cave sequence

-Fixed the player from not getting up from a crouch when wearing a costume

-Fixed your inventory from not updating when putting one of your items into the sir atom

-Fixed your box from duplicating items when inserting either a cowboy or vintage costume

-Fixed the issue where you would not undress your costume if being put into a box

p3

-Fixed it so you cannot see your hat sticking through the roof when going into third person mode whilst inside the car

-Fixed the slot iteration in the save system.

-Fixed the issue with floating chips when picking them up from outside the car

-Fixed the issue where the shoot out between westwood and the agent would not continue

-Fixed the issue where in the costume would not be worn after loading the game

p4

-Fixed the Snack Cake from not being loaded into a game from a save file

-Fixed the white screen from not appearing during an explosion

-Fixed the crabs from dealing damage after being killed

-Fixed the possibility of shooting the epa through the glass window in the lab in 1989

-Adjusted the interior window material to be better visible

Septermber 28th 2021 0.696
-Added a zoom option to be able to look better at distant objects

-Added St. Andrey as back drop on the western horizon

-Added world borders (So people don't go beyond the floating point accuracy getting all wonky)

-Added a lightning rod (Idk I guess just for fun, in case you want to be struck by lightning)

-A complete revamp of the current weather system

(implemented custom Volumetric Cloud Renderer, new weather and sound effects for rain)

-Added lightning strikes during thunder storms, which have a chance of hitting you based on your elevation

-Added an Anti Aliasing option

-Removed Toon Edges for visual bug reasons(at least for now until it is fixed)

-Reverted the freelook to its original, where the car would not even out automatically

-Refactored and fixed some of the prologues dialogue (Credit to JohnyJames)

-Fixed Sir Atoms and Uranium Recyclers Inventory duplication issues

-Fixed the black hole rendering

-Fixed more typos (Credit to Mattomo)

-Fixed some issues with not being able to drive the car after the viking quest

-Fixed the ability of being able to look at the compass while in questlog

-Fixed the problem of disabling the sandbox menu if pressing the corresponding button whilst in the searchbar

-Fixed a bug withing the BackToThePast quest which would lock the quest from progression

-Fixed the issue with citizen not having any dialogues in Future A

-Fixed more typos with the thorough help of Mattomo

-Fixed some more performance drainers in the code, should give about a 5fps boost to some older machines in certain circumstances

November 28th 2021 V 0.698
-Added the Hillmen SideQuest

-Added gold mining which gets unlocked in the quest

-Added gold selling and buying as well as smelting

-Added a dialogue skip button

-Exchanged the standard conifer trees with custom pine trees

-Added custom palm trees

-Added the mine key as buyable option to Fredich's store for a certain prise

-Added a new interview in fred radio with Peter Jordanson

-Changed the password prompt in computers to show your actual input

-Added another song from INTLCMD into the radio playlist called "Westview"

-Added items that spawn on the ground in certain environments like coconuts on beaches

-Added 2 debug graphics options (cloud& lightmap render), which can be disabled if someone below the minimum specs wants to squeeze the last bits of free vram

-Altered the dialogue font to be easier on the eye

-Added a little tv easter egg in Athors shop (Credit to Mroczny Gracz for the edit)

-Minor revamps to certain pricings on items

-Altered some special crafting recipes to include gold as requirement (Examples would be time chips or Edwards laser)

-Removed Mim 2.0

-Rescaling of the map viewer to make it easier to navigate

-Fixed the YeBay system of offering random items

-Fixed the radio from not playing during the prologue

-Fixed artifacts during playing by removing constant time alignment with radio pieces

-Fixed the issue of cars popping up right before you

-Fixed other cars physics from enabling only in short range (increased it by the power of 2)

-Fixed the lamps description

-Fixed getting struck by lightning above the clouds

-Fixed the environmental bugs at bardey's coffee place

-Fixed the bug in ACT III where in landing on the bridge at the end would not progress the quest

-Fixed an issue with the meeting yourself effect not working properly

-Fixed weird symbols from appearing in text due to encoding errors

-Fixed the faulty "load last save" button

-Fixed more typos