I’m in marrakesh, i just killed a target with a katana and intended to leave the katana on the floor here till later (it’s illegal to carry in my disguise)
i dropped the katana, it fell through the floor and disappeared
Platform: PS5 (Digital version)
Location: Whittleton Creek
On a Hardcore Showdown, Suspects aren’t enforcers to 47’s suit when loading in to the level…then magically become enforcers (permanently) when you enter the Wilson property. It’s happened twice now. (And the second time, the Collateral - Explosion Prestige Objective failed when I ducked the leader right next to another suspect.)
In the male bathroom underneath the restaurant area, i set a trap for a collateral accident kill.
Overflowed the sink on the right hand side, dragged 2 unconscious bodies into the puddle (both happened to be targets), dropped a micro taser in the puddle
Activated the micro taser, nothing happened
stepped too close to the targets, 47 died instantly from electrocution
Yeah in many maps where you spawn close to them, they often don’t enforce until you change trespassing zones. I figured it could be to give you more time to get out of a claustrophobic starting situation.
Maybe. But none of them spawned anywhere near me and I’ve never noticed it on other maps where they spawned a lot closer. (Though it’s entirely possible I just didn’t notice. )
And there have been plenty of times where I’ve spawned close to (and been almost immediately spotted by) lookouts and other enforcers, so if it is some kind of grace period, it seems wildly inconsistent.
I had the same issue (minus dying because I decided to shoot the target from a safe distance) in the same bathroom.
I originally thought it was caused by how weirdly the micro taser landed on the floor when I dropped it, but apparently that’s just an issue with that bathroom. Good to know!
yeah I noticed the taser landed pretty weirdly as well, at first i thought it was out of range of the puddle as there wasn’t the usual electrified water graphic either
Description: Cannot pick up fuse cell in garage. Occasionally cannot pick up other items
Steps to reproduce:
Start the game
Open the safehouse with unlocks
Go to garage and attempt to pick up wrench, bag of gunpowder, fuse cell
Frequency: I feel like its about 50/50 that you can pick up the wrench or gunpowder. I thought at first it was some kind of feature to add unpredictability but the items are there and highlighted in Instinct mode. I can never seem to pick up the fuse cell though, so I’m unable to make explosives.
e: Also don’t think I’ve ever been able to pick up the car battery on the shelf.
This glass sliding door in the safehouse is constantly closing in my face and blocking me depending on the angle of approach or if I walk by it and then decide to turn around and go through it.
Why doesn’t it open when you are standing directly in front of it as in the photo?
I think the sliding door logic can be improved.
Or perhaps that door can simply be removed?
What is the point of having a door there in the first place?
Platform PC
Location: Berlin, and Whittleton Creek (and probably others)
Seiker Emeitic pistol andKalmer 1- tranqulizer pistol fail to have any effect.
This happens 50% of the shots in the gun which only holds 2 shots wasting a shot.
I’ve had this happen at close range if the target sees me shooting or at short range from behind.
If I shoot their head it should do something.
I don’t know if this is just my game or I’m getting awful RNG for shot travel.
But the steps to reproduce are fire a shoot at a target.[Seiker 1 has no effect
I tried a few more times after this post. In 6 shots fired at guards only 1 made him react and
go head to puke. Another one from behind oddly acted like the pistol and was a kill but took only the Seilker 1 dart and no pistol rounds even though two shots are heard.
For brevity I shortened the length to only show from collecting the gun till the point
of encounter w./ the guards.
There’s no real bugs here. Existing distractions take priority over emetic status, so NPCs will finish reacting to sounds (such as hearing the click of a dart gun) or other lures (such as seeing a briefcase) before they will notice they feel sick (kind of weird yes, but it’s also kind of like how you might notice you need to pee if you’re immersed in a game lol). Panicking an NPC or getting into combat with them will also cancel out the dart.
If you take the shot from far enough that the gun isn’t heard and don’t get spotted, it should work most of the time.
The game does not work for me after I updated it, I played it for a week, and then I run the game, it closes and epic game opens.
Does anyone know a solution to this problem please
No, beign shot takes priority over everything. But you’re hitting them with a dart which is designed not to be noticed, so they don’t know they’re getting shot. They can’t prioritise something they don’t know has happened. If they knew they were getting shot, then they would panic and that guard would probably prioritise combatting you over his nausea.
So being shot and having no reaction is “working as intended” ?
No., It’s a bug. Being shot with any weapon should cause a reaction. In this case he should become sick and go puke. Or if I’m using the tranq he should get knocked out. Maybe a delayed reaction, but it should not be zero reaction at all. That makes no sense.
Steps to reproduce:
I don’t know the cause. The only thing I can think of that is possible is that when a security guard type NPC performs a crouching action, it somehow slips through the floor and dies on its own.