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V0.965 | ACT IV Launch | Multiplayer Passenger | New Time Tunnel

Hello fellow players.

I wanted to make you a nice late advent gift ahead of Christmas.

ACT IV

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Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)

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Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster!

MULTIPLAYER PASSENGER

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Want to travel alongside your friends? Enter their passenger seat and go!

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Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.

NEW TIME TRAVEL WORMHOLE

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I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you.

I may add some redshifting or blueshifting based on you going to the past or forward in some future update.

CITIZEN GO CRAZY

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If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.

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Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.

God bless

-Erathor

December 20th V0.965

  • Added ACT IV

  • Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)

  • Added remote mini messages on your plc from edward and co.

  • Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around

  • Added the ability to ride in your other friends cars as passengers in multiplayer

  • Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)

  • Added new themes to prelude the main theme, Paul Clearman Theme in many variations

  • Revamped the safe houses default look

  • Revamped the cars time travel sequence whilst traveling through the worm hole

  • Revamped the pistol aim animation for npc's

  • Revamped the time travel effects of agents since they use the Pyradome Time Machine as source

  • Lowered the punch physics strength of things flying away

  • Fixed the weapon rack from being able to be used remotely as gun turret

  • Fixed floating items or duplicates in inventory from switching quickly with full inventory p1

  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat

  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)

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