Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same DARK engine that powered the original Thief, Thief II had an almost identical look and feel, with only minor graphical and programming improvements. The basic gameplay was also fundamentally similar to the original Thief, but many new elements had been added, including technological gadgets such as a remote eye camera. Other changes include an increase in the number of A.I. behaviors, and the addition of female guards and soldiers. Responding to criticisms of the original Thief, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than battling monsters. In fact, the player encounters almost none of the monsters from the original Thief except for burrick heads mounted as trophies in some of the mansions, and a few zombies and apparitions.
Finally a community fix for the much beloved game, since Looking Glass studios is no longer around we had to take it into our hands. ~Le Corbeau
A thief told me one day, just before his wrongdoing: « There are too many windows, I can't see anything that's happening inside. »So I gave him more eyes.
Changed Var: Mission Variables->"Rendering Parameters"
Replaced "Quad Sunlight" with "Sunlight Mode" for more control. It has the following options (which like
"Quad Sunlight" only have any effect when Objcast lighting is enabled):
"Single Unshadowed" - single sample with no object shadows (corresponds to "Quad Sunlight" unchecked)
"Quad + Objcast Shadows" - quad-lit with object shadows (corresponds to "Quad Sunlight" checked)
"Quad Unshadowed" - quad-lit with no object shadows
"Single + Objcast Shadows" - single sample with object shadows
Added Ambient Light Zone light levels and AI Vis Bias. See "Ambient Light Zones" section above. AND
New Prop: Inventory->"Block Frob?"