Thievery - Tenth Anniversary Community Edition

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Dr.Flay
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Thievery - Tenth Anniversary Community Edition

Post by Dr.Flay » Wed Jul 04, 2012 8:24 am

It's been creeping around in the shadows for 10 years, and finally the ultimate "Stealth-em-up" is back.
A re-packaged Thievery, with more than a few changes.
Same as the previous versions, it is still "Beta" and has a few issues (can't have everything).

The forum contains info on how to easily create a "fresh" UT install on your desktop, from your current installed copy :tu:
Mod Changes:
o Aesthetics - won't be a surprise if I said any more.
o Updated credits/intro - thanks to all.

ProMod Integration (single player and multiplayer):
o Flash and crack exploits fixed.
o Behindview disable toggle.
o FrobWake delay configurable.
o New sound system.
o Configurable lockpick sound radius.
o Sensitivity locked when paralysed.
o Scaling bow damage (pullback).
o Moss fixed.
o Silent movement for thieves based on speed threshold
o Chest resupply time increases based on guard player count
o Breath potions provide temporary immunity against crack clouds (not an antidote)
o New Flashbomb system with less punishing falloff vs distance
o Experimental fix to stop playermodels warping up/down on rope arrows and ladders
o Doublejump fix, consecutive jumps don't increase player speed
o Catfall potions are soundless to drink, now last 15 seconds rather than 20
o Some general Blackjack code fixes
o Blackjack KO radius changes based on Thief visibility, making guards in full light less likely to be downed
o Firebolts move faster and explode in a tighter radius
o Flares gutter down when thrown
o Speed potions parabolically reduce in speed towards a 0 count.
o Reduced scoreboard (no AI shown) test in action
o Mantle landing now silent
o Potion effects no longer stack, barring health and breath potions.
o Using invis is now soundless
o Moss, vine, ruse arrows may be used without breaking invisibility
o Backpedal speed fixed, walking backwards is now silent
o Para is fixed due to the backpedal change, and is now more effective
o Crack cloud reduced to 25 second duration (down from 45)
o Breath potions now cost 30
o Ruse arrow is invisible and inaudible to guards while in flight
o Other defensive arrows don't make a firing noise

ProModTen:
o Flares/Firebolts now burn moss.
o Water now makes moss grow.
o SpyOrbs replace scouting orbs.

GameType Changes:

Thief Match:
o Explosive loot added.
o Poisonous potions added.

ThieveryAI:
o AI now use correct footstep packages.

Included Maps:

o Th-Airship
o Th-AncientRuins
o Th-Apprentice
o Th-Aquatone
o Th-Archery
o Th-Asylum
o Th-Bourgeois
o Th-Breakout
o Th-Breandor
o Th-CityMuseum
o Th-CrowsNest
o Th-Cult
o Th-Dante
o Th-DarkCathedral
o Th-Darkened_Enlightenment
o Th-District
o Th-Eulenburg
o Th-Flats
o Th-Folly
o Th-Gerome
o Th-Grange
o Th-HighwayInn
o Th-KingsOfTheDesert
o Th-Korman
o Th-LordBeck
o Th-Mensch
o Th-Nostalgia
o Th-Payback
o Th-SheriffsHome
o Th-SkeltstonHead
o Th-SoulsHarbor
o Th-Spider
o Th-Stronghold
o Th-Theatre
o Th-Villa
o Th-Warehouse

Map Changes to pre-fixed maps (TME etc):

All Maps:
o Non-combatants now all civilians.


Th-Nostalgia
o Fixed gem exploit permenantly.
o Fixed some lighting.

Th-Airship
o Removed crack arrows.
o Fixed door jamming with bolts.

Th-DarkenedEnlightenment
o Reduced loot amount.

Th-Asylum
o Exit bug should now be fixed.

Th-Gerome
o Reduced routes to library.

Th-Stronghold
o Moved guards inside.

Th-Bourgeois
o Fixed two minor texture errors.
o Reduced safe lock picking time.

Th-Warehouse
o Fixed exit zone.
o Fixed map exploit.

Th-Grange
o Altered bot pathing upstairs.

Th-Spider
o Fixed vent exploit.
o Fixed zone portal on elevator.

Th-LordBeck
o Modified objectives to tell where exit is.
http://www.moddb.com/mods/thievery-ut
http://forums.blackcatgames.com/showthread.php?t=13564

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Vankuss
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Re: Thievery - Tenth Anniversary Community Edition

Post by Vankuss » Wed Jul 04, 2012 9:03 am

Can I play this in Practice against and with bots?

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Re: Thievery - Tenth Anniversary Community Edition

Post by Dr.Flay » Wed Jul 04, 2012 9:55 am

Yes, but I believe there are some AI issues being brought up by a few people.
The official forum has people who know more. I haven't tried this version yet.

BTW. The code is now officially up for grabs, if anyone wishes to carry it on.
The AI and weather system are probably worth it alone !

...The old horse pawn I've got for thievery is awful. When it dies it lays on it's back with it's legs in the air !

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Re: Thievery - Tenth Anniversary Community Edition

Post by papercoffee » Wed Jul 04, 2012 10:49 am

Dr.Flay wrote: ...The old horse pawn I've got for thievery is awful. When it dies it lays on it's back with it's legs in the air !
Pictures? ...this sounds awkwardly funny :mrgreen:

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Re: Thievery - Tenth Anniversary Community Edition

Post by Dr.Flay » Thu Jul 05, 2012 4:13 am

I am sure I have some. I remember doing the screenshots because they looked so stupid :lol2:
It took me ages to get them to work as I did not know it was for Thievery (no readme).
...boy was I disappointed !

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Re: Thievery - Tenth Anniversary Community Edition

Post by papercoffee » Thu Jul 05, 2012 8:18 am

wait, somehow I can remember some pictures you did show us about the dead horse ...was it in the fun thread?

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Re: Thievery - Tenth Anniversary Community Edition

Post by Dr.Flay » Sat Jul 07, 2012 11:52 am

There you go. Yup thanks for reminding me. It was in the "screenshots for fun" thread :tu:
I got the screen-grab as finding this scene in front of me was priceless :shock:

Image

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Re: Thievery - Tenth Anniversary Community Edition

Post by papercoffee » Sat Jul 07, 2012 8:21 pm

"She is still warm..."


Those are the ugliest dogs I've ever seen in my life... :mrgreen:

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Re: Thievery - Tenth Anniversary Community Edition

Post by Dr.Flay » Sat Jul 07, 2012 11:15 pm

So wrong on many levels :barf:

Shame the author never finished it.
Shame the author didn't look for an existing horse model.
Shame the author did not study animal biology.
Shame...
just shameful.

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