Trine 3: The Artifacts of Power

Trine 3: The Artifacts of Power

Early Access Update #9 v0.09

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TheChobe Jul 31, 2015 @ 4:00pm 
"unfortunately we can't guarantee that save files will remain 100% safe. Naturally the situation will be different after the official release"? I love Trine games and I'm not trying to talk smack on them, but I lost my save file twice in the android version of Trine 2 ... I wouldn't say "naturally".
Exc Jul 16, 2015 @ 11:03am 
I'm mainly responsible for the changelogs and I try to only highlight new features and issues which have been bothering many users. Other than that I usually use more generic sentences.

It would be boring to e.g. read 100-200 lines of changed localizations or some minor C++ container optimizations if we would just copy-paste the raw changelog from our internal logs.
JoelFB  [developer] Jul 12, 2015 @ 2:57pm 
Previous post continues (changelog):

Many of them are clearly code fixes (general fixes, optimizations, refactoring, crash fixes and such). Many of these are also related to our internal bug reports etc. Some are also fixes to things that have not been released in the public version, i.e. we caught a bug before it was released, so it's sometimes hard to know which ones are fixes to problems that users (could) have seen...

We could try to write a bit more detailed changelogs in the future, but I can't really promise it at this point... I hope this helps understand it a bit more though!

- Joel, Frozenbyte, developers of Trine 3: The Artifacts of Power
JoelFB  [developer] Jul 12, 2015 @ 2:57pm 
Previous post continues (changelog samples):

- Gameplay: fixed magnetic counter weight puzzle: parented GravityPointEntities weren't following magnets
- Gameplay: Fixed spirits resurrecting characters in wrong position (commonly the position character died in)
- Gameplay: changed MissionExitComponent to inherit from TriggerComponent and not listen to area events directly
- Gameplay / Rope: Rope skips projectile detection if it has been detached already.
- General / Engine: Added null check and error messages.
- General / Physics: (Better) Save support for Pulley Joints.
- General / GUI / InfoBubbles: Fixes the resume game InfoBubble crash.
- General / Sys / File: fix for getWideFilename(), fixes public editor assertion during editor installation
JoelFB  [developer] Jul 12, 2015 @ 2:54pm 
Thanks all! :) Some replies:

Release date is still "Fall 2015".

jhonatasantos.rn, thanks, we will try to fix the graphics error and other issues, I think they were reported in the separate threads too. :)

brkbeatjunkie, changelog - sorry! The reason why we don't provide a detailed changelog is that the full one is hundreds or in fact thousands of lines long, most of those don't make a lot of sense as-is, so they would need a lot of editing to make them readable and understandable outside of the development environment. Listing them in more detail would be quite a bit of work, it could take many hours easily, and it also would need to be done by senior guys/programmers whose time is better spent on the game itself, we think.

Here's some samples so you get an idea (these are the more understandable ones that I picked), this is only a small part like maybe 3% or something (next post):
[T_ER] Everett The White Spider Jul 10, 2015 @ 1:15pm 
Great job guys, hype for the 4th level
jhonatasantos.rn Jul 9, 2015 @ 5:16pm 
Outra observação. No segundo capitúlo na parte da água, aqui deu um erro gráfico que na versão anterior não tinha dado. Sei que pode ser uma questão da minha máquina, mas estou reportando aqui para ajudar.
jhonatasantos.rn Jul 9, 2015 @ 5:04pm 
Após jogar o primeiro capitúlo novamente percebo que o gameplay esta mais fluido, a jogabilidade com os três heroís vem sendo melhorada a cada atualização, só fica uma observação no momento dos saves, pois aqui dá um leve travamento, mas não chega a me encomodar!
Bomoo Jul 9, 2015 @ 12:05pm 
:goblin:
brkbeatjunkie Jul 9, 2015 @ 9:24am 
"Technical
* Added some optimizations
* Fixed some crash issues"

Care to eloborate? its not very helpful to generalize the bug fixes so much so that we have no idea whats been fixed and whats still an issue without retesting ourselves.