Hitman 3 - 3.130 - October 6th Patch Notes

@THATGEEKYGUY brings up a great point in this video: RUN WALK TOGGLE | HITMAN 3 - YouTube
The new run walk toggle is great - ive now switched to it - but more options on how to specify when the run toggle ends would be great. For example I can foresee there being at least three options for how to do the run toggle in a future patch:
Vanilla, what we have now - toggle while walking to activate a run, stop walking or press button again to stop the toggle. pro of this is you dont get caught as much while running all the time but still have to press it a bunch of times compared to the other two. sometimes the need to retoggle is more inconvenient than keeping it held all the time with the hold option, but for the most part it’s still better and there are some pros to not always running and having to remind yourself to run instead. keeps the brain focused on not getting caught because you can choose when to run
Permanent toggle - toggle once to always run, as soon as it’s pressed down you will even run from a standstill. pro of this is the least amount of inputs required but could potentially get caught if youre running everywhere. i think i’d use this, it’s a lot like H2SA/contracts controlled funny enough
Always running, press/hold toggle to walk - essentially how you ran in hitman blood money, whenever you start the level youre always at full speed and the toggle button instead activates walking mode instead of vice versa. can either be chosen to hold down or toggle the walk. this would be a very popular option I think due to how non-essential walking is for most people when doing professional or casual mode

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btw another thing is am i the only one who wants the option back to manually save loadouts? or even to expand it so there could be multiple loadout slots to save to?

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I’ve tried to get an A B C loadout system in H3 for ages but that’s one I feel will never happen. 3 loadout slots for each mission rather than location so it doesn’t interfere with main missions and bonus mission of the same location. Set A B C with whatever loadout you like then it’s just the click of a button next time you play.

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Nah I want it too. Back in S1 I just had a default loadout and then I’d tailor it for ET’s or something.

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Where are yaaa i love your hitman runs

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At least the Molotov nerf wasn’t applied retroactively, stripping anyone who used the Molotov for an accident kill of one star and 20,000(?) XP. No doubt many completionists who beat Ex-Dictator with Silent Assassin using the Molotov would be so depressed they’d cry.

I don’t think it’s technically possible to retroactively modify scores and XP this way. Besides Sex Dictator was also extremely easy with propane (start as guard, throw propane flask near their sofa, drop a micro taser, boom, easy SA) so I doubt that many people used the molotov either.

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:flushed:ha ha!!!

That cracked me up!

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lmao

Scott The Woz whispers “Sex” - YouTube

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In one of the documentaries (noclip?) they mentioned they had to scale the game down. I think they said they planned for 8-9 levels?

We lost a spaceport and Ether HQ level. And it looks like we were supposed to confront Janus in a Russian Palace.

I think the documentary mentioned that a suburbs level was chosen since they could make it a lot smaller.

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That might have been a better decision in the long run; the idea of hunting down a former KHB spymaster retired to an American suburb is just too Hitman to pass up. Dubai functioned as a palace in its place.

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It feels good to see all those improvements and tweaks for the whole game, about time!

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So talking about the molotov. I don’t think anyone touched on how unintuitive it was to use.

Like I could see casual players throwing it near a target and getting an explosive non sa kill. Would they think it will always behave like an explosive?

How about if they accidently kill a non target through a wall when trying to eliminate an ET? Is this intuitive behavior?

The weapon itself was not easy to understand or use effectively. Although the change to make it non SA friendly might have came too late. Now there are contracts that are impossible to complete because the molotov doesn’t even count as a fire kill anymore. Hopefully that will get fixed.

I would like to see the old molotov split into 3 gadgets.

One that you can throw but is not sa.

One that you set on the ground (gasoline) and shoot for sa

One that can burn through walls, has to be placed, not sa

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It might have been more Hitman in the way that it was a callback to A New Life and was a semi-interesting setting, but damn if the Russian palace version doesn’t sound way more interesting to me. I mean we got it somewhat with Death in the Family, but I can just think of all the Soviet Era memorabilia and tonal kills we could have gotten. The closest we got to that was the hammer and sickle statue kill

It’s a shame IO both had to struggle with the release conditions of Hitman 2, and decided to go with a goofier tone, especially considering that a darker tone fits the series way better.

I think a lot about how more detailed and realistic graphics have cost us alot in games over the past decade, you would never see a studio truly get away with a level like A Dance with the Devil or The Meat Kings Last Party nowadays. Around 2008-2012 really had that sweet spot of graphics and gameplay being large enough to have detailed mechanics and maps, but graphical quality that allowed developers to push social boundaries and concepts without grossing players out.

Sorry that got a bit off topic but I just think it’s interesting to think about

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I have, multiple times.

image
:cold_sweat:

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Following up here. Can you share an image of what you see? It looks as expected for me on Stadia in both the mission and Contracts Create.
If anyone else has the issue too, any info would help.

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Yes, I did. I’ll add it to the patch notes now. My best guess for why it was missed off is that it was also tagged with a previous fix version. I think I’ve either overlooked it as “already fixed” or my filtering somehow skipped it.

This has been tracked now. The aprons are also a known issue.

Yes, this did get fixed. I’ll add it too.

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The game is really getting better and better after so many bugs were fixed. Looking forward to the possible Y3 news. Love you guys!

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What about Black Almond Dagger not having a sound file for stealth and frontal takedowns? I reported it about 3-4 months ago on IO Support website, even attached a video when asked - got thanks and nothing else since then. Still unfixed in this patch

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