Hitman 3 - 3.130 - October 6th Patch Notes

Not Leakerman, but here is what I have on Xbox. @Travis_IOI

As far as I can tell, the issue was (partially - deliveries are accessible in contract mode but bugged) resolved, but the previously created contracts are grandfathered / have legacy of the bugged smuggle stashes.

To illustrate, here is the smuggle items menu in the following situations :

  • DGS escalation (level 3)
  • DGS create a contract (+ illustration of the deliveries smuggle stash in game during a contract creation)
  • DGS play a contract created before the patch (I don’t have the date, but I think it’s a few month old now) (Contract ID - 3-33-032159-77 Full Market Garden Show)
  • DGS play a contract created after the patch (today, 12 oct) (contract ID - 3-33-7607624-13 Full Market Garden Show)

All taken on Xbox, game version 3.130.0, server version 8.10.0

smuggle items menu level 3 escalation

smuggle items menu contract creation

deliveries item stash in level

smuggle items menu play a player contract created before patch

smuggle items menu play a player contract created after patch

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It’s obviously a bug… But kinda cool in how silent it is. The Antique Curved Knife has the same issue.

IOI were doing a pretty good job at keeping the patch notes area of the site updated, seems like they forgot this patch (although they did change the styling of the page within the past few days). Hopefully it can be rectified.

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image
To the people who mocked me for taking an hour to read it…I’m apparently a really quick reader.

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On the PS5 version the DGS stashes show up like this on trending and featured contracts:


Sorry for poor photo quality. The thing is it works when MAKING a contract - only three stashes show up - but when playing them they all show up

Btw travis, while youre here could you ask the team about making it possible to unlock the 2016 and H2 versions of the signature suit and/or whittleton creek clue skip? Pretty please? :pray:

Thanks Travis! Would it be possible to inform people in charge of monitoring bugs to update List of known issues, to ensure people that they know team is working on fixing those issues? Not everyone goes to forum.

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Would the molotov have a use if it was silent? As in, didn’t alert people in the next room? I think so. It would be the only silent explosive type weapon.

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The beaching charges are also silent, the Molotov would be good in the case because you can chuck it and go instead of having to place it down or hoping the target is in the small explosion radius

We all know what this game truly needs:

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I mean who cares about explosive noise when you can hear people literally screaming their lungs out from being burned alive? It doesn’t really make any sense to me, however I would hope now that there is no incentive to have an actual explosion be a part of the Molotov (since the fire doesn’t count as an accident anymore) that it will turn into a purely fire device, that way the fire is much more consistent and it’s still useful for contracts with fire kills (somewhat, I don’t know how the Molotov identifies itself in contracts now).

disappointment about the miami gate not fixed during npcs going through them

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I’m very happy for this. It made the item op.

Now they should make the tasers accident ko’s unless in water which then would be an accident kill.

Then sedative darts should go against SA if bodies found but sedative consumption should remain accident ko.

If they gonna fix the logic to the Molotov, then why not others?

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You’re the one! Knew someone had to be.

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In any case if a body is found by another NPC or target and he is immediately killed that should not count as body found at the end of the mission. I hate when an explosion kill two targets but it triggers body found.

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Quit trying to ignore inherent balance problems in weapons just so you and others can use them.

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What other items? Can you elaborate?

I just would like the game to play a little (not perfectly) more logically. Throwing a Molotov made kills way too easy. It’s basically saying shooting a gun without getting seen (even with the kill shot seen, which means bodies found) should equal an accident. And also a dart in someone’s body should negate SA cuz clearly they were sedated via a means of not an accident when they are found passed out.

And I find it a little strange that of all ppl, you would contradict this due to your rules that you play with. If you’re talking about accident kills, any investigation would conclude a Molotov as a homicide, not an accident.

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hitman fans otw (on their way) to tell IO to nerf having fun (it’s too OP)

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I find logical puzzle solving fun. Not easy kills fun. :smile:

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i think some suits still dont get wet like for example the signature suit with gloves (the signature suit does but not the signature suit with gloves)

100+ fixes and yet the hell-spawned warped ugly 47 head model in Hitman 1 legacy maps still persists. I die inside a little every passing patch.

At this rate, this mutated monstrosity will haunt until the end of Hitman 3’s lifespan…


I’m at wit’s end. I don’t know how much more I can take, comrades.

My sentiments to IOI in song…

https://www.youtube.com/watch?v=4qlCC1GOwFw

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