Thievery UT v1.4 Full Install & Patch

A new version of Thievery UT has been released, bringing this medieval Unreal Tournament mod that puts guards against thieves to v1.4. The update adds some general and AI fixes, makes some balance changes and fixes some bugs as well (read full story for details). Gamer's Hell Local Download:
  • Thievery UT v1.4 Full Install (154 MB)
  • Thievery UT v1.3 to v1.4 Patch (10 MB)
  • 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