Unreal Tournament: Thievery Beta 1.4

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Total votes: 7
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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

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Comments

Unreal Tournament: Thievery Beta 1.4

This game is the best multiplayer thief experiance around - in fact it is the only one. The community is friendly and everyone involved is enthusiastic about making this mod the best it can be. Sure the engine is well dated but as gamers know it is the gameplay that counts, and here there is plenty - only, in the shadows ofcourse!

Unreal Tournament: Thievery Beta 1.4

homepage - [url removed] warned, while this mod can be enjoyed with loads of different styles of play, generally being a deathmatching thief (running around and trying to kill the guards, instead of completing the tasks) is frowned upon - cause it sucks compared to playing it properly.It is like counter strike in that you have two teams (thiefs and Guards) with set objectives the opposite to each other. Thiefs generally have to stea somehting and the guards have to stop them, while you may think it would suck being a guard it is not as bad as it seems cause the design has been well thought out - head over to [url removed] to see what it is all about.

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