Location: Seems to be the case across all levels (I checked all three versions of the new mission plus a few of the old missions)
Description: The Redline pistol from the Alter Ego DLC cannot be smuggled in Hidden Stashes, only in Agency Pickups (the Wasteland Vulture is not affected).
Yeah maybe, the blackout from the podcast counts which I forgot about. Still seems an outlier in the design of all other missions, there isn’t ever anything you have to bring something in to use.
If you go through the podcast mission story and have Diana cut the power, everyone in the Content Creator room (and Jamie) start to act like the data centre has already been destroyed. You can no longer use the console to destroy it, but if you use the screwdriver on the fans - the data centre won’t register as destroyed/mark the objective as complete.
The mission is now softlocked and cannot be completed after killing the four targets due to the data centre objective not being completed.
This was in the Special Assignment variant and during the podcast I select Poker as the first prompt, and then for the second I selected the Cut Power prompt.
Just did some further testing and its not actually a complete softlock.
If you kill all the targets, you have to go through the process of putting the fuse cell in the fuse box to turn the power on, then the servers will blow up (if you’ve previously played with the fans).
But, there is nothing to indicate to the player that thats what they need to do to be able to finish the mission. But presents as a softlock.
The description of the starting position is not translated in French.
In the loadout menu before the mission, if you check the description of the starting position, the text remains in English.
It seems to be triggered (the blackout I mean) via both this and the fuse cell near by as well as through the codeword 'blackout" during the podcast mission story - enabling you to kill three of the targets fairly quickly.
The image for the Hijacker Duck is much smaller than the ducks in the images right next to it and should be bigger. The other ducks are displayed the same size as all other duck images.
If you emetic a Content Creator, they will not go to the bathroom attached to the room. Instead they will go upstairs.
When you take the disguise, the ankle monitor goes off basically making it impossible to do the server room mission story Silent Assassin as you’ll lure NPCs towards you trying to get back downstairs.
I did the ET mission and then tried The Host special assignment.
I accessed the basement ahead of time. I set the mic to be electrified
and I’d poisoned one of the two lackeys who are glued to the target.
While one was still sick I activated the sit down objective and then
the target sat down and nothing else happens.
It just locked that way. Only the camera can pan. I guess the lackey
guy being sick broke something.
You can see him in the screenshot. He didn’t go to find somewhere to
puke instead he was stuck in place like NPCs do when waiting for another
NPC to finish. No other NPCs were puking at this point. The only
other things I did were to poison the to garage guards from an emetic mine
inside the briefcase, I snuck into the room for the master basement keycard
and I left the briefcase on the stair and Colton tells one of his lackeys to take it away.
Any, all, or none of these might have caused this, but the mission was softlocked.
This is Steam/PC.
I have not tried this more than once so IDK how often it happens or just something
unique to this playthrough.
Ive been doing some testing and yea this is quite rough. I like this mechanic, I hope this mechanic stays, but because emetic grenades are grenades this same principle is applied to them
the workaround I have figured for it is that it’s based off of vision, not proximity. So if you distract the NPC and throw it behind them when they are unable to turn around and see it you can poison them. HOWEVER you need to make sure no one else sees the grenade too because of the other aspect of this mechanic which is:
If other people see this ala a soft lockdown or panic they alert others to the grenade, which leads to if they got caught in the smoke and poisoned the panic state then takes away their poison. If you poison them during this panic state the poison wears off instantly
A way to fix this would be to allow us to while not aiming, but holding a grenade, let us press the fire button to activate and drop a grenade. That way the activation of a grenade doesnt require a throw, so it doesnt generate the distraction that turns NPCs around. That way you can activate these grenades behind their back, or hell even hold it to cook them and let it explode in your hand. And this can be applied to frag and flash grenades too
I hope this mechanic stays because the run away state and the panic after a grenade throw I think are great mechanics for NPC manipulation, but right now it’s implemented in a way that breaks how emetic grenades work and further nerfs them compared to the durian and gas glass
It should work like the Contracts and ET Arcade tiles, where all of those that a player hasn’t completed yet will appear. But none of the other Hitman 3 escalations show up on this tile, neither do any of the escalations on Hitman 2016 and Hitman 2’s locations even though they aren’t completed:
Just thought I’d point out the issue again because there are dozens of escalations that should appear on the tile but don’t, and since the live tab is meant to be the place to show new players what stuff they haven’t played yet it might be a bit confusing if they think there’s only seven escalations in the game!