This door on Santa Fortuna got stuck open with me behind it, making it impossible to exit the mission.
I don’t have video of this one but when on Sgail, when dragging a body into the basement, I (the green dot) was spotted through a wall by a guard in the large chamber next to the interrogation room (the red dot).
Model/texture popping is kind of ridiculous; not just when browsing through warehouse decorations, but e.g. the boat 47 rides into the mission never finishes loading its textures before the outro cutscene.
Besides the kitchen decoration interactions causing a soft lock, the first painting on the left towards the garage also causes a soft lock.
In Mumbai, when standing in some apartment doorframes in the chawl, all environmental sound will stop completely.
I am definitely seeing more glitches, weirdness, and AI inconsistency in this update than anything up until now, and I honestly might just start keeping OBS on all the time to try and capture more. It’s weird because just the other day I was watching BigMooney and thinking to myself that I’ve never had the kinds of mission-ruining bugs he’s had throughout the Hitman series, but now I absolutely have.
EDIT: Also for completeness, my game is completely unmodded.
Reminds me of that time I exited Colorado within 10seconds of spawning without killing anyone, and apparently I failed all objectives except for the SA prestige objective lol
It’s really something minor and I love Clemens very dearly but somehow I would have preferred it if the introduction video for freelancer was voiced by the Diana voice actor.
Having Clemens do in-game briefings is, pardon my French, immersion breaking.
Yeah, if they’re not in-bounds, it’s less surprising that they can see you through walls. Walls in games are often one-sided, and in that case there’s clearly no need for another side to that wall since no one should be there to have their view blocked by it.
(Obviously not dismissing the suck factor of this overall.)
My first failed campaign - all due to the goddamned snap-around glitch when I had a poke prompt to lethal poison a guard. It was even an objective. Funny how it failed when and where it did. Almost as if it were scripted/hard-coded to fail.
A bit livid since it wasn’t my fault. If this was due to me doing something stupid I’d be like “Okay. Dumb move on my part.” I guess I was dumb to think that I was actually going to poison the guard. Just like I think it’s safe to cross an intersection when I have a green light. I guess this time someone run their red light.
Edit: “Snap Around” = “Punch Glitch”. I had the guard distracted and (he) was going to pick up a weapon I placed on the ground. The other guard was facing away, the other guards were outside of the high fenced-in area (where the pavilion is in Paris).
Silent Attack Lethal Injection
I punch him as he snaps 180 degrees around into my fist. The guard facing the other way turns around and starts shooting. Then others from outside come in… I try to shoot them, then think I’ll get my knife out to attack them, but there’s too many. So I try to run away, crouched down. It’s too much.
Agent Down.
I had him. If the game would let me do what it tells me I CAN DO. I’ll have to guess that maybe it defaults to ‘FIGHT’ when an NPC is in their bending down animation regardless of having the syringe equipped and prompt available.
Everything was set. It was all skill. But when you have things like this it’s no longer a matter of skill… It’s a matter of luck.
Edit 2: I could’ve… Probably should’ve used Alt+F4 in this case. I’ll try to remember next time. I think it was in an alerted area. But that doesn’t matter. Oh well. How else would I have gotten the (in-game) achievement?
I made the piano lid fall and that got the attention of the target, but I noticed afterward it didn’t count towards distracting the target. I guess it was the piano lid that distracted the target and not actually ME. The same logic would work on the idea that it was a coin that distracted a target and not ME. Perhaps that’s the catch. Because I got the objective one other time by merely bumping into a target.
Edit2: But I will say I got the ‘Melee Kill - Epic’ by glitch throwing an Epic Coin.
Another weird one. I’ve not experienced this bug that many I’ve seen report. Gonna try these tonight.
I think maybe it could be bugged by WHO you kill first, maybe? Like if you expose the innocent npc before the target, then maybe that is where the bug could occur? Well I’m gonna try many different ways and see what I can come up with.
Another one that happened recently was on Haven Island. Collateral kill accident. Shot coconuts down on a target and another NPC. Both died simultaneously. Objective didn’t register.
Funny thing happened. First showdown in campaign, one with only 4 suspects in Whittleton Creek. I’m clearing out my kill box back of Baity’s house/shed. I check with instinct and notice one suspect totally away from the rest and I want to isolate and take out this one. I run to the side where the guy has a tractor in the road doing repairs. The suspect just keeps walking toward the creek, then into the creek, under water, casually… off in the distance resurfaces and just keeps going until out of vision. I was like, I hope that wasn’t the Target.
Not sure why my attempts at collateral kill accidents are not counting. Either I’m misunderstanding the requirements, or it is a bug. First I tried killing a target with the oil jug. He was unconscious, a guard walked into the oil spill with said target, I shot the spill…and it didn’t count. Then I tried throwing a propane flask near a target that was smoking. When it exploded, it killed both the target and this random guy. That did not count either. Does the game not view those as accidents with collateral?
With the oil one, since it sounds like you had one standing and one unconscious, and I’m guessing the one standing did his usual animation before dying, it could be that the standing one took longer to actually ‘die’ as the fire death animation takes time, whereas the unconscious one can’t animate and just dies instantly.
However, all the collateral kill objectives are known to be buggy in some cases, even when everything goes right and they should count, so that could also be the case (and is even more likely for the propane case).