Thief
OdanUrr Mar 4, 2014 @ 7:08am
List of bugs, missing items, etc. (Updated 31/03/2014)
Well, seeing as I already did one for DXHR and that, apparently, people found it useful, I thought I might as well create one for Thief. The idea is that we can all contribute to the list and make it easier for Eidos to know what to fix. It can be a bug you've noticed, something that you think is missing, or something that you think doesn't work the way it should.

I'll start with some of the things I've noticed but I do require your help as I've yet to finish the game.

Comprehensive list of bugs, missing items, etc.

1) Audio #1: Sometimes the dialogue will get muffled by other character's dialogue, by ambient dialogue, or by ambient noise.
2) Audio #2: Ambient dialogue stuck in endless loop.
3) Aerial takedowns #1: They don't always work. It's unclear whether they're meant to work in specific locations only or at certain heights. (Example #1)
4) Guards #1: Guards will sometimes remain still instead of resuming patrols. This can usually be fixed by saving and reloading.
5) Stealth #1: Guards may sometimes see you if you're in the shadows. Is it a line-of-sight issue?
6) Waypoints #1: They don't always work properly. In one case, the waypoint pointed to a grate in a basement when the loot was located in a drawer behind a barrel (Reference).
7) Cutscenes #1: Sync issues.
8) Maps #1: Missing buttons for Eel's End Smuggler's Map.
9) Guards #2: Guards will often change their patrol routes or appear in different spots after loading a save game.
10) AI #1: On Chapter #6, if you try to ghost the safe, the AI script will break. Save and reload to fix.
11) Guards #3: If you turn off a light and a guard investigates, then distract the guard, he will forget about the light after he cools down.
12) Guards #4: On Chapter #6, on the first floor there's a guard whose head turns back and forth. After a scripted sequence, his head will continue, but his FOV doesn't follow his head anymore.
13) Guards #5: Sometimes guards won't cool down without a non-suspicious AI state change somewhere near them.
14) AI #2: On Chapter #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.
15) Guards #6: Guards may alter their patrol routes to include areas where you're currently at. For instance, the two guards in Clocktower Plaza usually end their round in Clocktower Bookbinder. However, if you're anywhere near the area of Hayden's Coffeehouse, they'll expand their route to include that area. (Design decision?)
16) Framerate & Freezes #1: Running the game with textures other than low or very low causes the game to freeze.
17) Guards #7: Distraction attempts don't always work.
18) NPCs #1: In "House of Blossoms" one of the NPCs appears on top of a pipe.
19) Reload #1: Broken vases respawn on reload.
20) Reload #2: NPCs may vanish on reload.
21) Stuttering issues
22) HUD #1: "Timed fade" option doesn't work.
23) Subtitles #1: They sometimes bear no relation to what is being said.
24) Subtitles #2: NPC dialogue will often compete with ambient dialogue. They should be separate (i.e.: ambient subtitles on the top and NPC/main subtitles on the bottom).
25) Audio #3: Buzzing sound from mechanical lights loops in the background regardless of your location. Can be fixed by reloading.
26) Audio #4: The sound that plays when guards are starting to see you often plays in other locations when there are no guards around or they can't see you. (Bug or repetitive use of sound tracks?)
27) Items disappear #1: In "Dust to Dust," a guard will lose his coin purse after a specific event making it impossible to steal.
28) Items disappear #2: In "House of Blossoms," an NPC will pick up a glass which will disappear at some point making it impossible to loot.
29) Missing documents #1: Two documents appear to be missing in Chapter 4. (List of available documents) (Update: The missing documents are "Elevator Key" and "Emergency Orders")
30) Guards #8: They will sometimes stop and start spinning around.
31) Audio #5: Guard's dialogue loops before it finishes what results in the audio stacking.
32) Guards #9: When free romaing in Chapter 5, enemies will just stand with their arms raised and remain indifferent to the actions of the player. (Update: This also happens after Chapter 5)
33) Waypoints #2: They may or may not appear or randomly change location.
34) Guards #10: They can sometimes spot you through closed doors.
35) Audio #6: The dialogue at the end of a mission before the stats show up always cuts out a bit early.
36) Waypoints #3: They're slow to update.
37) Save files #1: Saved game data can propagate from one file to another.
38) Missing documents #2: Some South Quarter documents appear to be missing. (Update: The missing documents in Chapter 7 are "Entry Bell" and "Conveyor Belt")
39) Puzzles #1: During the "Hall of Whispers" medallion puzzle, the rune on the second ring starting from the outer ring won't light despite seeing the symbol. (Update w/solution)
40) Abilities #1: When using Focus the wires from traps won't show up although they may occasionally flicker.
41) Abilities #2: The second upgrade of intuition doesn't show any new overlays.
42) Crashes #1: Game crashed when trying to perform a stealth takedown on a guard when about to turn the lights back on.
43) Missing documents #3: "Officer's instructions" missing from the Vittori documents.
44) NPCs #2: The hanged man remains on the balcony, arms outstretched.
45) NPCs #3: In the Asylum level, an NPC that throws oil will get stuck behind a pillar upon reloading the checkpoint.
46) Guards #11: At the beginning of the mission 'The Carnal Connoisseur,' the guard that is right outside the door will go through the motions of lighting his pipe over and over again. Reloading will alternate between this state and the guard smoking placidly.
47) Controls #1: In the assembly line of Chapter 2, it's not possible to let go of the hook.
48) Quests #1: "Shark Bait" isn't listed as completed even though it has been.
49) NPCs #4: Jeb, from the "Rule of Thumb" side quest, will always respawn when you enter the South Quarter allowing you to loot his scissors over and over.
50) Optimization #1: Memory leaks, which can lead to freezing.
51) Quests #2: In Chapter 6, the game crashes during the first objective.
52) Abilities #3: Unable to climb ropes.
53) Quests #3: In "Poor Protection," inside the cabinet there are only three piles of coins when, according to the Prima Guide, there should be four.

Suggestions

- Enhance map with level layers and let us add markers and notes.
- Let us create routes to our objective in the map.

(to be expanded)
Last edited by OdanUrr; Mar 31, 2014 @ 9:23am
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Showing 1-15 of 100 comments
lambdoid Mar 4, 2014 @ 7:26am 
Cutscenes are broken as if the game can't load them fast enough which causes them to lose sync and the audio gets mixed up trying to catch up.
Nikagor Mar 4, 2014 @ 7:30am 
The buttonsa for the eels end smuggler den are missing.
sounds odd Mar 4, 2014 @ 7:31am 
I don't know if you would clasify this as a bug but I've found that guards often change their patrol routes or sometimes even suddenly appear in different positions after a save. So for instance, I work out the guard's route, sneak to a spot where I know he won't see me and save. Quite often if I reload from there he'll be in a different position sometimes such that I'm stuck in a hiding spot that I can't get out from without being seen.
DarkRaven Mar 4, 2014 @ 7:44am 
Possibly the Eel's End smuggler's buttons.
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.
OdanUrr Mar 4, 2014 @ 8:16am 
Originally posted by sounds odd:
I don't know if you would clasify this as a bug but I've found that guards often change their patrol routes or sometimes even suddenly appear in different positions after a save. So for instance, I work out the guard's route, sneak to a spot where I know he won't see me and save. Quite often if I reload from there he'll be in a different position sometimes such that I'm stuck in a hiding spot that I can't get out from without being seen.

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!

Originally posted by DarkRaven:
Possibly the Eel's End smuggler's buttons.
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.

By "mission 3" and "mission 6" you're referring to the main missions in chapters 3 and 6 respectively, right?
DarkRaven Mar 4, 2014 @ 8:17am 
Originally posted by OdanUrr:
By "mission 3" and "mission 6" you're referring to the main missions in chapters 3 and 6 respectively, right?

Correct.
DarkRaven Mar 4, 2014 @ 1:16pm 
I don't believe #15, 'Guards may alter their patrol routes to include areas where you're currently at,' is a bug. I think it's intentionally scripted to be dynamic.
Last edited by DarkRaven; Mar 4, 2014 @ 1:17pm
Lucifer Mar 4, 2014 @ 1:18pm 
Originally posted by OdanUrr:
6) Waypoints #1: They don't always work properly. In one case, the waypoint pointed to a grate in a basement when the loot was located in a drawer behind a barrel (missing exact reference).

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.
nekov4ego Mar 4, 2014 @ 1:25pm 
Don't know if it's considered a bug but it's definitely an issue with the game. Many users have been experiencing stuttering framerate, freezing game, etc. which is most likely caused by the texture streaming. This problem is typical for Unreal Engine games and I have it as well. Unless I run textures on Low or Very low, the game freezes while moving further, because it's trying to load new textures. However when it's not freezing my framerate is stable and fine on tte highest settings with SSAA off. The issue occurs on all sorts of setups whether it's high end PCs or not so high end ones.

It's sad to see that people were fired from Eidos. I believe Nixxes handle the PC version so there may still be hope : /
Last edited by nekov4ego; Mar 4, 2014 @ 1:26pm
OdanUrr Mar 4, 2014 @ 2:19pm 
Originally posted by DarkRaven:
I don't believe #15, 'Guards may alter their patrol routes to include areas where you're currently at,' is a bug. I think it's intentionally scripted to be dynamic.

Ah, okay. It just that that doesn't seem very fair. How is it that the guards conveniently know where you're at?
DarkRaven Mar 4, 2014 @ 2:24pm 
It's meant to keep up the tension from a cinematic viewpoint. It happens in other areas, if you pass a trigger area a guard will come around the corner, etc. It also reduces the amount of NPCs needed to keep the mood. It's a bit lame, but I see it as a deliberate decision.
Biohazard89 Mar 5, 2014 @ 2:07am 
Something I've found to be very annoying is that sometimes AI does not react to distraction attempts. Right now I am trying to get to a wire box to disable a trap, there is a guard standing right next to it.
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.
Employee 432 Mar 5, 2014 @ 2:18am 
BUG: Garett's mechanical eye is missing.

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.
Last edited by Employee 432; Mar 5, 2014 @ 2:21am
OJ191 Mar 5, 2014 @ 3:20am 
#14 is pretty common in thief games I think, at least while replaying thief 1 I've noticed guards will replay conversations in their entirety if you quick save then quick load while listening to them.

Originally posted by OdanUrr:
Not exactly the best news:

http://kotaku.com/big-layoffs-at-thief-developer-eidos-montreal-1536315021

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.
Last edited by OJ191; Mar 5, 2014 @ 3:23am
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