Description Thievery is the name of the project that hopes to bring the award-winning gameplay and style of Thief: The Dark Project and Thief II: The Metal Age to an Unreal Tournament based multi-player and single-player format, that does justice to Looking Glass Software's artistic vision for a Thief Multi-player game that was planned before they sadly closed due to financial problems.
General Fixes:
* Visibility meter works properly. * Floating door handles fixed. * KOing an AI doesn't add more than 10 points to score. * Infinite flare exploit removed. * Invisible stalker exploit removed. * Uncrouching in vents bug is fixed. * Fixed misc bugs with the scouting orb. * Fixed a bug where fires and other damaging actors wouldn't hurt crouched thieves. * Added mutators button to the start multiplayer game screen.
AI Fixes:
* Bots can no longer open locked doors they do not have a key for * Bots try to pick alternate paths when they encounter locked doors * New Investigation code - thieves should be less magnetic to bots now * 1-hit death for unaware bots reimplemented * Bots light flares and investigate if they see a teammate die in shadows * Fixed that error that caused lots and lots and lots (and lots) of crashes * Slightly tweaked bot skill settings when combined with server skill setting * Bots can now use doors that need buttons pressed to be opened - note that the bot uses telekenesis to press the buttons, so don't be alarmed if it looks like they're cheating * Bot sight range limit when seeing doused torches raised from 512 to 768 * Bots can fall off ledges when cracked or blinded * Bots are now less firebolt-happy * Bots are less accurate when tagging hidden snipers * Fixed bug that caused bots to think they were being sniped when they weren't * Accuracy when shooting at hidden thieves (i.e. not snipers) increased a bit * Lessened CPU usage of TSuspiciousThings * Fixed a bug with blood splats counting as pools when they weren't * Bots will investigate blood splats if there is a thief nearby, else they will be ignored - gives thieves an incentive to hide blood splats if they are gonna stick around (this is the same as bots' handling of corpses) * New patrol point type: TPatrolPointSplitter - lets the bots take different paths in the same route in a random or ordered fashion * Fixed bug with bots holding flare and weapon at the same time * Fixed bug that caused 'infinite loop' crashes with certain configurations of patrol routes