I absolutely love that work continues on Thief 3 Gold. I can't wait to try the latest release!
Quote Posted by snobel
As a prelude to the upcoming Thief 3 Gold 1.4 release, here's a list of the various improvements and fixes - by Beleg and myself, with skin fixes provided by Glypher:
Improvements:
* All merged mission maps:
* Map name as used on the pause screen, save games and loading screens now use the original strings and textures for the two original half-maps
* Inn:
* More AI on difficulties above Normal
* The new exit from the Inn now hidden on Easy difficulty
* On difficulties above Easy, a final "go back to where you started" objective is now added
* Reworked the special loot items
* Optionally disable tutorial pop-ups for consumables
* Museum1:
* The staircase in the new section connecting the two original maps now has a door at both ends
* SouthQuarter1:
* Made it possible to skip the final cutscene
Fixes:
* Inn:
* Fixed the Inn keeper behaving weirdly on difficulties above EASY
* Fixed the stats for knock-outs being wrong
* Fixed a couple of rats in the basement being weird
* Fixed accidentally moved footprints
* Various fixes of lighting, shadowcasting etc
* Castle1:
* Fixed missing oven door
* Restored the probabilities for Lord Ember's patrols to the orig values
* Fixed Ember getting stuck on the end of the bed after returning from the long patrol
* Fixed a guard carrying an inverted sword
* HammerIntro1:
* Fixed "Objective Incomplete" message
* Fixed Greidus getting stuck on his office door
* Fixed (hopefully) Greidus getting stuck between the church door, a crate and his body guard...
* Dungeon1:
* Improved conversation by egg-stealing Ratbeasts ending prematurely because of a Kurshok attacking
* Fixed fight between two Pagans and two Kurshoks starting prematurely
* Removed a redundant note
* Added an unused (but relevant) note about the hatchery
* Fixed missing comment from Garrett after taking the Crown
* Fixed a voice-over triggering volume near the Crown (T3G bug)
* SeasideMansion1:
* Optimized the visibility of chains on the two lifts. You now see all four when you first approach, and when you're standing on the lift
* Fixed the chains cutting into the lift going up from the water
* Fixed gaps under some vertical beams around the same lift
* Fixed the DrawScale on one of the wooden columns in the mansion
* Fixed the Compendium skin. (Provided by Glypher)
* Clocktower1:
* Fixed a Hammerite carrying a purse in a weird way. (Inverted sword syndrome)
* HauntedHouse1:
* Removed Lauryl's footstep sound
* Museum1:
* Fixed broken portal near the cyclops statue
* Fixed overlapping Garrett/Eye speech
* Fixed six wall-mounted double candles which had LightColor set to black. (Used low brightness to avoid changing the lighting too much)
* SouthQuarter1:
* It was possible to get to Docks2 prematurely, although you couldn't get far. No way to get back into the map proper. Fixed by adding a couple of invisible walls. Added a couple more beams for better visuals when you're standing on the pipes
* Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
* Fixed a stuck Enforcer in Black Alley
* Fixed the wall popping through a column opposite the entry to Garrett's apartment building
* SouthQuarter3:
* Fixed three guards carrying inverted swords
* Stonemarket1:
* Fixed invisible Enforcers not being invisible
* Fixed a glyph hanging in the air after Artemus has opened the Library glyph door
* Stonemarket2:
* Fixed thug (at the stonecutter's) carrying an inverted sword
* Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
* Fixed a door overlapping a screen when open
* Fixed the conversation at the stonecutter's ending prematurely if you'd looted the shop before the conversation starts
* Stonemarket3:
* Fixed the skins of male Keeper Elders and Caduca. (Provided by Glypher)
* Fixed an inverted sword on a Keeper Elder (assuming it's intentional that he's carrying a sword, not a wand)
* Docks2:
* Fixed missing footstep sounds on the street going up to the Old Quarter gate
* Docks3:
* Fixed the skin on a lamp in the captain's cabin. (Provided by Glypher)
* OldQuarter1:
* Enabled first-visit briefing for OldQuarter
* Restore door glyph upgrade even if the Keeper Compound map was skipped using Shift+Control+Alt+End
* Fixed "book OQ_HauknorReformed not found" (by keeping the initial book content)
* Fixed a hammerite (only present on day 7) getting stuck at one end of his patrol
* Fixed the same hammerite carrying an inverted sword instead of a hammer
* Fixed a couple of sunken arrows in the Tavern
* Removed Lauryl's footstep sound
* OldQuarter3:
* Fixed missing footstep sounds on parts of the spiral staircase going down to the crypt
* Fixed missing map name in teleporter pop-up
* Removed Lauryl's footstep sound
* Auldale1:
* Fixed canal access hatch sign in the pump house
* Fixed three candles in the goldsmith's shop which had no flames
* Fixed a guard carrying an inverted sword