![]() ![]() 'Boss' is able to walk over a wide gap in the ground. This seems to indicate a physics problem with generating force. Iron Forge) move very slowly and over much too long a time when jumped at to push up, however they move normally when walking on them. Related to this, 'heavy revolving platforms' (e.g. The Wizard is occasionally unable to reliably move weighted objects because they are 'too heavy', resulting in very slow swing times and over much too long a time (e.g. a quick cutaway to where a gate, bridge or what have you is opening, enemies can still damage the prone character. If enemies are present during a 'gate scene', viz. This follows for stronger enemies and has been observed on the swinging log in Ruins of the Perished. Fireball traps also function in the same way, most notably when jumping/falling.Įnemies, at least the weak skeletons, are able to kill themselves by striking their heads against any object when jumping, sometimes once and sometimes twice before the death. Even if the Knight's shield is already up and the Knight is walking toward the skeleton with the shield up and at the correct angle, the fire will occasionally go through it. This is particularly noticeable on platforms that fall after a character or enemy touches them, seeming to utilise part of the 'ledge grab', which already functions awkwardly, to mess with the physics and result in the aforementioned.įlame-spewing skeletons can occasionally spew fire through the Knight's shield. 'Wonky physics' a la Left 4 Dead and Left 4 Dead 2 can result in regular enough occurrences of enemies and characters moving faster and jumping higher than seemingly intended. This results in a weaker replacement if this functionality is intended, though making the any character but the Thief functionally weaker is a very strange design decision. Knight's Throw replacement, Magnetic Shield, is able to too easily drop items if the player moves the mouse in any way but slowly. This is awkward in that the Wizard, if now learning how to make items the Thief can use, is unable to utilise that with other abilities and seemingly in favour of the ability to set the Floating Platform on fire with the Thief's fire arrows or the Knight's fire sword attack.) (Thief is unable to attach a grappling hook to the Wizard's Box or Plank, but can attach it to the triangular Floating Platform. (Wizard's levitate ability still moves slowly and does not build up momentum if the player's movement of the mouse is accelerated.) While not a bug, this is a fair and important criticism given game mechanics.) (Though infinitely better than having only three angles with which to shoot the Thief's grappling hook in Trine, Trine Enhanced Edition suffers from the same issue as Trine 2: the Thief can legitimately shoot her bow in 360-degrees, but is remarkably limited to the direction the grappling hook can fire. This is not a keyboard issue, is present in Trine 2 as well and seems to be related to tapping or holding the Jump key to determine jump height or distance. The Jump key (Spacebar) will occasionally not take the keyboard input. This was well over the 20 seconds with the game running, viz. 'Summer Dip' update: after sitting underwater with the Thief, the character with the Scales of Fish item, while typing the above paragraph, the achievement unlocked after I jumped out of the water. Whether or not this can be unlocked before the Scales of Fish item is acquired is something I do not know. At this point I exited the water and attempted the same, but starting with the Wizard (does not have Scales of Fish). I switch to the Wizard and wait until his breath bar is almost gone, which is more than the 20 seconds required, then I switch to the Knight and did the same before finally switching back to the Thief. The Thief has the item and after a minute it still does not unlock. It also cannot be unlocked by switching between characters, at least not once the Scales of Fish item is acquired. 'Summer Dip' is unable to be unlocked with a character that has the Scales of Fish item. The achievement requires a non-Astral Academy level where no enemies are directly killed though, presumably, they can receive weapon damage from the Thief and Knight. It would be fair to say that this was the overwhelming majority of the kills, say +80%. On Academy Hallways I killed many enemies with both the Thief's bow and the Knight's sword. 'Undead Have Rights, Too' can be triggered without meeting the requirements. Please note that items in parentheses aren't bugs but oversights/problems nonetheless. For my part, with the game completed, what follows below is what I've found. This thread can be considered a repository for bugs with Trine Enhanced Edition. If anything has changed, please indicate what has changed in a response. Some things may be addressed or may not be addressed. ![]() ![]() I have not updated anything in my OP relative to the v2.1 patch. ![]()
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