Thievery UT pits a team of sneaky thieves against a team of tough guards in a pseudo-medieval setting. Featuring cunning stealth-based gameplay, interactive environments and unprecedented use of dynamic light in a multiplayer game.
I know it's old, but I'll post it anyway (as it looks like the person who registered the mod here forgot about ModDB's existance)... so here it goes: 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
I know it's old, but I'll post it anyway (as it looks like the person who registered the mod here forgot about ModDB's existance)... so here it goes:
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