Patch 3.160 is out and I’m testing it now…
Last Edited - Aug. 3, 2023
Changelog
2023-08-03T07:00:00Z
- Began adding new entries (Top of the list.) specific to Patch 3.150.1.
2023-07-16T07:00:00Z
- Miscellaneous fine-tuning and organization of the entire post(s).
2023-06-20T07:00:00Z
- Added more screenshots to certain entries, for visual references.
2023-06-16T07:00:00Z
- Updated the original post for Patch 3.150.1.
The following will serve as an unofficial “Known Issues” list. It will be an ongoing effort, as I will test and update the list after each patch is released. Furthermore, while this topic will focus on Freelancer Mode, the entries listed might also be relevant to the main game.
Disclaimers
- All posted content aims to be constructive, offering ideas and visual references, no matter how small the details are. I will NOT be complaining, expecting, demanding, etc.
P.S. I will also post each of the following entries to the Bug Report Thread and the official HITMAN 3 Player Support website.
Related Topics
Freelancer | Patch 3.150.1 | Wishlists and Suggestions
World of Assassination | Patch 3.150.1 | Guides and Walkthroughs
World of Assassination | Patch 3.150.1 | Bugs and Imperfections
World of Assassination | Patch 3.150.1 | Wishlists and SuggestionsOther Topics
Hitman Forum | 2023 | Issues and Suggestions
Fixed | Patch 3.150.1
After hours of testing, I could not replicate these issues. Therefore, I will consider them fixed for now.
P.S. I will include entries from the official patch notes under relevant videos.
Heli Heli Copter
We’ve resolved an issue where using the Passport Exit could result in two helicopters being visible in the cinematic.
Target Text
We’ve resolved some issues with overlapping text on the screen displaying opt-in objectives.
Collateral Kills
We’ve made some backend changes to make the “Collateral Kill” Prestige Objective variants complete more reliably. This includes broadening the window of opportunity across ballistic kills, accident kills, fire kills, and explosive kills to register.
Extra note: A collateral kill won’t register if two targets are eliminated together. A non-target kill as ‘collateral’ with the target is required for this to complete.
Illegal Gold Idol
We’ve made it ‘legal’ for 47 to pick up the Gold Idol after first retrieving it from a stash crate and then dropping it.
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This bug occurred in Hitman Freelancer mode on multiple maps, causing seams in certain environmental effect textures.
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This bug occurred in Hitman Freelancer mode, triggering an error pop-up after completing a contract.
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This bug occurred in Hitman Freelancer mode, causing multiple prestige objectives of the same categories to appear, despite the patch notes suggesting otherwise.
Prestige Objective Picks
We’ve tweaked the logic of Prestige Objectives to ensure that you cannot get more than one from the same category (Silent Assassin, Timed, Multikill).
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This bug occurred in Hitman Freelancer mode inside the safehouse, causing the lighting in the safehouse garage to have odd effects on 47’s face.
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This bug occurred in Hitman Freelancer mode, causing one of the vehicles we can choose for the safehouse garage to float above the ground.
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This bug occurred in Hitman Freelancer mode, causing the background music to loop regardless of the soundtrack chosen for the safe house.
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This bug occurred in Hitman Freelancer mode on the New York map, causing a door to lock itself each time 47 unlocked and passed through it.
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This bug occurred in Hitman Freelancer mode on the New York map, causing a guard NPC to spot bodies behind a closed door.
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This bug occurred in Hitman Freelancer mode, causing burned NPCs to appear unscathed after flames die down.
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This bug occurred in Hitman Freelancer mode on the Whittleton Creek map, causing an NPC hidden under a bush to be spotted.
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This bug occurred in Hitman Freelancer mode inside the safehouse, causing the screen to stutter after completing showdowns or campaigns.
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This bug occurred when exiting Hitman Freelancer mode and returning to the main menu, causing the game mode to be locked out.
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This bug occurred in Hitman Freelancer mode on the Haven Island map, causing clipping of 47’s character model within the picture-in-picture window.
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This bug occurred in Hitman Freelancer mode on the Whittleton Creek map, causing a prestige objective to fail when using a looted remote explosive.
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This bug occurred in Hitman Freelancer mode on the Hokkaido map, causing a poisoned NPC to react with ‘unpoisoned’ behavior.
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This bug occurred in Hitman Freelancer mode, causing the ICA Outstanding Service Coin to not appear from crates or suppliers.
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This bug occurred in Hitman Freelancer mode on the Ambrose Island map, causing an NPC to ignore a briefcase placed on the ground.
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This bug occurred in Hitman Freelancer mode, causing guard NPCs to react to the camera item like a firearm.
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This bug occurred in Hitman Freelancer mode on the Dartmoor map, causing confirmation text to fail to appear when dumping a target into water.
- This bug occurred in Hitman Freelancer mode, causing a prestige objective for arranged meetings to fail to trigger despite suspects gathering.
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This issue is still present despite the patch notes suggesting otherwise.
Urgent Call
We’ve resolved an issue where some characters would ‘teleport’ to Agent 47’s location in certain circumstances. It’s now impossible to arrange a meeting in places that are inaccessible to AI characters. We’ve also fixed a related issue where the ‘Arrange Meeting’ Prestige Objective would not complete under certain circumstances.
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This bug occurred in Hitman Freelancer mode, causing clipping issues, depending on the suit or disguise worn, when looting crates.
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This bug occurred in Hitman Freelancer mode on the Colorado map, causing large weapons to clip through the floor.
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This bug occurred in Hitman Freelancer mode on the Whittleton Creek map, causing a briefcase to clip through a fence.
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This bug occurred in Hitman Freelancer mode and the main game on multiple maps, causing pop-in issues for certain objects.
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This bug occurred in Hitman Freelancer mode and the main game on the Chongqing map, spawning the ‘unsilenced’ Fusil X2000 Stealth.
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This bug occurred in Hitman Freelancer mode and the main game on multiple maps, causing 47 to disappear when vaulting certain areas.
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This bug occurred in Hitman Freelancer mode on the Marrakesh map, causing a keycard reader to have no sound effects when used.
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This bug occurred in Hitman Freelancer mode, causing the Sieger 300 to use animations from larger rifles when retrieved and concealed.
- This bug occurred on multiple maps, causing camera grids to clip through walls.
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The initial instance of this issue, which happened in Hokkaido, has been patched in 3.150.1. However, it’s not a perfect solution, as the camera grid now clips through an adjacent wall.
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This bug occurred in Hitman Freelancer mode on the Mumbai map, causing a disguise bag to float after subduing a guard NPC near a ledge.
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This bug occurred after entering Hitman Freelancer mode and returning to the main menu, causing the tiles above the ‘Load Game’ tile to disappear.
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This bug occurred in Hitman Freelancer mode and the main game on multiple maps, causing different mini-map issues.
- I have noticed neck seams on certain NPCs.
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This issue seems to be more apparent amongst suspects and suppliers.
- A general issue in Freelancer is that some target NPCs will have dialogue without the proper mouth animations to go with it.
- For example, when reacting to 47 bumping into them. While the dialogue triggers, their mouths remain shut.
- Another general issue in Freelancer is that some safehouse decorations will change themselves rather than preserve our selections.
- Such changes occurred when exiting the game mode and loading back in.
- Another general issue in Freelancer is enforcers and non-enforcers alike seeing through walls/floors, having omniscient/telepathic communication amongst each other, and sped up suspicion meters (Distance from those spotting us doesn’t seem to slow things down either.).
- These issues appear amplified in alerted territories. When we are spotted, the guard AI seems to go into a looped state for the entire map. If we take down guards that keep coming at us (Even with non-lethal methods.), more are drawn from all over the map as if somehow knowing our exact location. Guards seem to come in groups of three as well. I understand making things challenging, but setting off an entire map from something trivial like trespassing on one specific area (As just one example.) seems broken.