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Mission 6: if you try to ghost the safe the AI script will break. Save and reload to fix.
Most side missions: after you get the item the patrol paths will change (to facilitate escape). Loading after this point will sometimes have the guards resume their original paths, usually temporarily, sometimes permanently.
May be bug/WAI: if you turn off a light and a guard investigates, then distract the guard, he will forget about the light after he cools down.
Mission 3: Sometimes the guard on the spiral staircase's script will break and he won't summon his buddy to head down the stairs with.
Mission 6: On the first floor there's a guard who's head turns back and forth. After a scripted sequence, his head will continue, but his FOV doesn't follow his head anymore.
Sometimes guards won't cooldown without a non-suspicous AI state change somewhere near him.
Not a bug, just annoying: Guards can single out your footsteps even with civvies milling about.
Mission 6: Loading after the cutscene forces the AI to redo their 1 time scripted events. >.> Like tossing a body over a balcony, without the body.
Yes, I forgot to mention this! Sometimes guards will adapt/modify/extend their patrol route to include the area where you're hiding! For instance, in the area around the clocktower, the one that leads to Basso and to Ector, there are two guards on patrol. If you go past them on your way to Ector, they'll extend their patrol to include this area as well, when they usually stop at the cupboard!
By "mission 3" and "mission 6" you're referring to the main missions in chapters 3 and 6 respectively, right?
Correct.
http://kotaku.com/big-layoffs-at-thief-developer-eidos-montreal-1536315021
That is one of the Basso missions you get around Chapter 3 (the one for the Lady's will). At first I was thinking there would be another tool to access sewer grates (especially after that newspaper about monsters in the sewers); however, I came to realize this isn't a bug, the waypoint is set for the center of the room containing the item you need (not giving away the exact location of the item so you need to look around a bit)... most side quests don't give a WP directly to the item, they just get you into the right room of the building.
It's sad to see that people were fired from Eidos. I believe Nixxes handle the PC version so there may still be hope : /
Ah, okay. It just that that doesn't seem very fair. How is it that the guards conveniently know where you're at?
So I throw a bottle to distract him. He gives no response, at all. But his friend in the other room does. Even if I throw the bottle right next to his feet he gives no response. The only way for this guard to actually react to anything, is if it, quite literally, hits him in the face. So the only way for me to get to the wire box and the sweet sweet loot, is to put an arrow between his eyes.
There goes my non lethal playthrough.
Reloading does nothing btw.
Also, one of the NPC house of blossoms ladies bugs out for many people. For me, she randomly appeared on top of a pipe. Which she seemed to be taking rather in stride.
You know this happens all the time right, if they don't have a new project to be working on or those staff aren't needed for the new project, they either get moved elsewhere in the company or layed off. Last I heard Thief was a financial success despite being somewhat of a critical failure so uhh yeah it's probably just normal post-development stuff.