I’ll check on this. First investigation shows that the fix was actually for Contracts Creation and there’s a note that it doesn’t occur on the standard mission. We’ll double check all cases.
I might have to add that Shotgun one, as I remember now reading something about it. Same for the Lucky Ducky suit issues. Thanks for flagging.
I went in quite blind on Control and LOVED it. The video attached to the bug reminded me of the game and I just ran with it. Spend some time on the Control Wiki to make sure I got all the terms right
I’ll check this one.
Hah! You’re the first one I saw mention this, and I felt quite devious doing it. I was considering having the actual one a bit further down, but felt like it was delayed enough. Hopefully, it was a minor emotional rollercoaster for some of you
So, @Bjarne_IOI told me that this might well have already been fixed. Do you still experience it?
I’ve noted this in the bug. Will see what comes from it.
It’s worth asking. I’ll check in and get a consensus from the team.
Ooh hype! Btw Travis would the whittleton creek clues ever become an optional objective for Another Life in the future ala Colorado and Chongqing? would it be possible to ask the team that
another thing to add is that the hawkes bay and sniper assassin levels use the standard exit theme when they used to have their own themes. Hawkes Bay exit had a build up as the boat left and the sniper assassin mode had a unique remix
Could You also ask about possibility of adding the ability to choose a starting outfit for Auction in Paris, Club entrance in Berlin, Patient Zero and unrestricted loadout for unlockable starting points in Carpathian Mountains?
Also perhaps something about additional starting points for HITMAN 1 bonus missions (people asked for these for years).
I know the feeling and currently resist the urge to send Travis the bugs that I submitted on IOI website but that were not fixed or followed back properly
Okay, fair enough. I understand that maybe the Badboy will come out soon as a Year 2 target, but why did they do the Food Critic, when his Year 2 contract was months ago?
I personaly didn’t find any inconsistencies with the distance, to me it was just a matter of mastering the item. As you got better you wouldn’t need to load that often, it was a fun item to use.
I would have prefered to keep the wallbangs instead of just rendering the item completely useless, at least that would make the item new and unique instead of just “another reskin”. My opinion regarding “OP” items stands: if you feel an item doesn’t fit with your particular playstile then don’t use it and let the people who do like it have fun with it.
I also find the “logic” or “farfetched” explanation as they said really ridiculous. If we’re really going to use that argument then a lot of things in this game would need to be changed.
Then you are much better than most people at using it. I found it incredibly finnicky, and the times it exploded versus provided an accident kill was basically random. I’m aware of how to do it, but it doesn’t make it any less hard to do.
I’ve always said the wallbanging was not intentional, and judging by its behaviour, it looks it. Also, it sets people on fire, doesn’t that stop it being a reskin of other explosives by itself?
But that’s not my stance. My stance has always been what’s best game-wide. I found the wallbanging OP because doing an accident between walls and rooms/ floors is inherently powerful, regardless of game.
“I had fun because it fits my playstyle, you shouldn’t care about it!” does not make the item any less of a problem; Ignoring the problem does not solve the problem. You or me not using an item doesn’t stop others from using it. As IOI have basically proven with this gargantuan update, they look at Youtube and bug videos to see how the games’ meta can be kept healthy.
There’s a difference between a suit that provides dark humor and Bathos, and a weapon that is obviously a bomb being thrown half way across a room doing an accident kill. Two markedly different perspectives there.
For what it’s worth, I do think the molotov has been nerfed a tad bit too much. I actually like @Leakerman 's idea of placing the molotov down and acting as an oil barrel; shooting it to do an accident kill. At the very least, that sounds more plausible than throwing it from cover.
Wow. Given how Hitman 3 is a game going into many years post launch, it is amazing to see that they IOI have really worked on improvements to the game. This Freelancer mode must be something pretty special given the effort that IOI has put into fixes, in anticipation of Freelancer.
Pirate Sanctum
We’ve resolved an issue where NPCs could see through a wall near the Pirate Sanctum in Ambrose Island.
…was a fix for the little house next to the metal worker/engineers near the pirates HQ, but it’s sadly not, the guard at the entrance can still see you dump bodies in this container because the shutters are opened in the perfect angle for him to notice you
These are some awesome changes, but I just don’t understand why IOI would just completely remove the Accident part of the molotov. I get why kills through walls and the dart gun glitch were a bit unbalanced, but other than those, I honestly felt the molotov was fine.
It’s not like the Electrocution Phone where there was no risk whatsoever when using it. The molotov actually takes some skill and planning to use effectively. You can’t just huck it at a target out in the open because:
It’s an illegal item for most disguises
Throwing it is an illegal action
It has to land at a specific distance from the target to result in an accident kill
You run the risk of killing non-targets
The argument IOI seem to be making is that it doesn’t really make sense for a kill with a molotov to be considered an accident, which I do agree with to an extent. But on the other hand, I feel like it kind of falls under the same area of suspension of disbelief as the propane flask does. If a target gets blown up with a propane flask, it always counts as an accident regardless of the individual circumstances. Like, NPCs can somehow tell the difference between an explosion caused by propane and an explosion caused by an explosive device, which always seemed a bit silly to me. You can dump a flask next to a target, shoot it twice, and that’s just magically considered an accident even though everyone saw you place the flask. Hell, you can basically get a free accident kill with the propane flask + micro taser combo, which I would argue is way more overpowered than the molotov ever was. For the sake of gameplay, the AI in Hitman has never been terribly realistic, so it seems kind of dumb to suddenly decide to take a more realistic approach to the logic of their behaviour.
Even if you can accept the sudden change in gameplay design, the molotov, one of the only actually new and interesting items we’ve had in a long time, has now been relegated to just another useless explosive. I just don’t understand the logic behind this decision at all. All IOI needed to do was prevent wallbanging and remove the dart gun glitch, and the molotov would have been balanced in my opinion. Not to mention that the Fire Accident’s removal makes one of the Featured Contracts nearly impossible and is likely to completely mess up leaderboards. I really hope this particular change gets reverted.