I think it was more that it was a fire object and in the code they had certain kills (like fire, electrocution, fall) inherently labeled as accident kills, much akin to how in Hitman 2016 poison wasn’t labeled as a poison kill subcategory it was more labeled as an accident kill (poison).
That’s probably why the explosion effect was added despite it not making sense, because they knew they had to add that otherwise it was just a waking accident machine, and it was a way to combat that concept in the code
The most awful decision they made for the patch. Dartmoor sucks 10 times more with this being changed. Even Rangan Tower has an elevator shaft for quick downstairs.
Unless they add an extra exit on the top floor otherwise I don’t really have many reasons visiting there in the future. There are only like 8 NPCs up there? No fancy items, no interesting disguises. Only 3 large and empty rooms.
Ikr. If they would nerf the molotov, it would be enough to eliminate the wallbang and made it illegal with every guard disguises, but in this state Molly is totally useless for SA runs, apart for Kill everyone contracts.
Really a shame, and totally my fault for not unlocking it early and have fun for a while.
They should just go all out and add Far Cry style fire physics. Throw a molotov on Ambrose Island and 30 seconds later you have 27 accident kills and one Agent 47 with third degree burns.
Personally, it looks like they’re getting ready to drop support for the game in my eyes. Travis in the Freelancer thread said Year 3 is an unknown at this point, bug fixes galore here (some of which have been around since launch). There are still so many outstanding bugs, even if we don’t get a Year 3 of new content, it would be nice to know they’ll stick around fixing bugs.
@Travis_IOI@Clemens_IOI but this is not only Bangkok specific issue.
It affects probably most of the locations where NPC drink something.
For example street artist from Sapienza also “suffering” from this problem.
I hope all other cases fixed with this as well
A small thing I noticed, that wasn’t mentioned in the patch notes, was that the bombastic and blusterous elusive target arcade trials have updated covers.
The molotov being nerfed into another useless item is disappointing but the new Mendoza exit is great. Of course, nothing can quell my excitement for the banana.
Some H1 ETs had their images replaced, so they’ve just updated them to match. AnthonyFuller has posted them all in the Leak section if you want to see all the new ones.
I was worried the lack of an indicator for the Run/Walk toggle would be an issue, but they’ve put in a great feature to simplify it and make it easy to understand.
When you’re walking, click the run button to start running. Click it again to walk. Same idea while crouching.
But, the button does nothing when you’re standing still. You can’t start from a run, while immobile. You need to start moving first.
This means the “Run” animation is reset/turned off every time you stop moving. This tweak might be great for stealth areas, since you won’t ever be confused if you’ll take off into a run or not after waiting in one spot.
I also really like the little animations and pictures that show off each and every option and what it does.
Finally, this game takes a great leap forward in accessibility and ease of player use!
Here’s hoping they can figure out some colour-blind options for people who might need it. I feel like that’s kind of the bare minimum of accessibility settings in games nowadays and it’s weird how Hitman hasn’t had it even till now.
If all we get for the game after Freelancer releases is access to all ETs through Arcade mode, a few new unlocks (ttwg), and the rest is just bug fixes, I’d be satisfied.