Assorted tweaks to AI code to improve AI responses in
a variety of situations.
Fixed rats squeaking after they have been killed.
Made ropes easier to climb.
Fixed a bug in doors that could send you skidding off
or let you stick your head through a door.
Tweaked mines so that they interact with the world more
realistically.
Fixed a turret bug that prevented a couple of turrets
from working correctly.
Increased maximum sound channel usage to 24 channels and
reset default to 12 channels.
Modified frog combat behavior so that they no longer just
sit still for several seconds looking around before they
become active.
Improved the effectiveness of using your sword to block
blows from your enemies.
Set gamma levels to default when playing back movies so
they look better.
Fixed a crash that happens if you hold down a key which
changes screens while mouse clicking a button to leave that
screen (yes, some people will try to do this).
Fixed a remote camera bug that effected Nvidia-based video
cards.
Added support for audio cards that only support EAX 1.0
Design fixes and improvements:
Interference
Made several aesthetic improvements to the level.
Made a few AI tweaks.
Shipping and Receiving
Tweaked AI patrol routes for better gameplay.
Add more Garrett voice overs.
Tweaked some of the puzzles on this level.
Added a few more powerups.
Framed
Added a few more powerups.
Made several aesthetic improvements to the level.
Added more voiceovers.
Swapped out some spiders for some rats.
Ambush
Tweaked the map to make it look better.
Changed some guard models for better diversity.
Added more conversations.
Adjusted some difficulty settings.
Added a few more powerups.
Eavesdropping
Made it easier to find enough loot to achieve mission
objectives.
Tweaked difficulty settings.
Added more powerups to mission.
Made several aesthetic improvements to the level.
Improved sound propagation throughout level.
Bank
Made several aesthetic improvements to the level.
Improved sound propagation throughout level.
Added more Garrett voice overs.
Tweaked difficulty settings.
Improved lighting.
Fixed some map bugs (added a new map page).
Minor bug fixing.
Blackmail
Tweaked powerups and loot available in mission.
Tweaked AI patrol routes for better gameplay.
Fixed a bug that if you kill some of the guards before
they have an important conversation the mission was left
in an unwinnable state but you didn't fail the mission.
Added a few more loot puzzles.
Courier
Fixed some lighting bugs that made it look like you
were standing in shadow when you weren't.
Improved sound propagation throughout level.
Tweaked AI patrol routes for better gameplay.
Changed some guard models for better diversity.
Added a few more powerups.
Trail of Blood
Improved sound propagation through the level.
Made some loot easier to find.
Made several aesthetic improvements to the level.
Tuned difficulty levels.
Tweaked some AI patrol paths for better game play.
Tweaked lighting to add more hiding places.
Put more powerups in the level.
Life of the Party
Made several aesthetic improvements to the level.
Snuck in some more rooftop architecture.
Tweaked some AI paths.
Tweaked the fog settings.
Tweaked sound propagation.
Precious Cargo
Tweaked lighting for better stealth experience.
Tweaked the mantling puzzle.
Fixed a bug where you could play through mission and
not trigger an important objective change.
Tweaked sound propagation.
Kidnap
Added some powerups to mission.
Fixed a bug in one of the conversations that caused
it to repeat each time you trigger it instead of playing
just once.
Made some scrolls easier to find.
Made some lighting tweaks to make it easier to sneak
by certain places.
Tweaked some AI behaviors to make them better responses
to possible player interactions.
Fixed a couple of little map bugs.
Tweaked difficulty levels.
Casing and Masks
Made several aesthetic improvements to the levels.
Tweaked some AI patrol paths for better game play.
Added some more powerups to the level.
Made some lighting tweaks to make it easier to sneak
by certain places.
Fixed a couple of physics bugs that caused some objects
to act strangely.
Fixed a couple of map bugs. Hid some secret doors better.
Fixed a model problem with some clocks that caused transparency
problems.
Made it so that a container for an important quest item
appears in different places on different difficulty levels
for increased re-playability.
Fixed a bug where getting a mask did not always trigger
the objective complete for it.
Made some tweaks to improve gameplay.
Sabotage in Soulforge
Made the text on the map easier to read when it is highlighted.