Game Version: 3.140
- Last Edited – Mar. 25, 2023
Good evening 47…
The following will be an ongoing unofficial “known issues” list. Furthermore, while this post is focused on Freelancer Mode, most if not all entries listed could exist in the main game as well.
Disclaimers
- I am sharing what I notice and can replicate, no matter how small the details.
- I am NOT complaining, critiquing, expecting, demanding, etc.
I have posted/will post each of these to the Bug Report Thread(I am limited to three consecutive posts at a time though.) as well.
P.S. Please disregard “issues” that are intentional, if such entries exist. Also, due to varied setups, what I notice in-game might not translate in captures.
Related Posts
Hitman World of Assassination | Bugs & Imperfections
Hitman: Freelancer | Wishlist & Suggestions
Hitman World of Assassination | Wishlist & Suggestions
Year 3 Hopes and Dreams - #49 by gabriel4602152Honorable Mentions
Freelancer NEEDS To Change Hitman 3 – WildGold’s YouTube
Hitman 3 Has Been Abandoned by IO Interactive – WildGold’s YouTube
Sources
Mike H. - YouTube
On to the list…
- In Paris (Other locations too perhaps.), certain areas of the minimap do not acknowledge doors and instead appear as solid walls.
-
Not that it would, but neither of the three difficulties affected this. The example shown below was tested in all three (Casual, Professional, Master). Just in case.
- When leaving the safehouse, 47 will often take a random vehicle. This ignores whatever vehicle we have chosen, but also spawns the random vehicle within the chosen cosmetic option.
-
I have seen this with watercraft and aircraft vehicles. Vehicles from the garage could be doing the same, but the camera doesn’t show us a view from inside.
- In Chongqing (Other locations too perhaps.), I noticed a floating note in the ICA apartment.
-
When a safe is present this note will appear inside, but it seems to render even when safes aren’t present.
- In Chongqing (Other locations too perhaps.), I noticed an issue with marking suspects as non-suspects and then viewing them in instinct.
-
Sometimes when first marking a suspect as a non-suspect, the NPC will still appear purple in instinct. A workaround is to mark them as a suspect again and then unmark them a second time.
- When loading into the safehouse and spawning in the gym, several issues occurred simultaneously.
-
The punching bag physics were all over the place as it seemed to bug out from the hits. Also, when moving the camera at certain angles the reflection of shadows cast, from items in the background (Basketball hoop, weight bench, basketball, etc.), would disappear and reappear.
- In New York (Other locations too perhaps.), when using a janitor’s key on a door in the main floor bathroom (The one the bank robbers are hiding behind.), the prompt for unlocking the door will reappear each time it is unlocked and then closed.
-
As opposed to remaining unlocked from that point on as is more commonplace when unlocking other doors. Perhaps the issue is using the key instead of a lockpick, though that seems odd.
- In Dartmoor (Other locations too perhaps.), I noticed the zoom feature for the suspect camera not working.
-
This happened for both long and short range attempts at examining suspects, as well as without suspects present.
- A general issue in freelancer, difficult to capture because of the random nature it occurs in, is that some target NPCs will have dialogue with the proper mouth animations to go with it.
- Like reacting to 47 bumping into them. While the dialogue triggers their mouths remain shut. Telepathic targets perhaps.
- Another general issue in freelancer, difficult to capture because of the random nature it occurs in, is that some cosmetic options will change at random rather than preserving our selections.
- The changes seem to trigger when exiting freelancer and loading back in.
- In Hokkaido (Other locations too perhaps.), I noticed a target with what seemed to be non-existent shoulders.
-
The sleeves aren’t behaving as sleeves should and there is a noticeable gap between the upper arm and what should be shoulders.
- In Marrakesh (Other locations too perhaps.), I noticed more instances of NPCs floating above the ground.
-
This time it’s several NPCs in the crowd outside the consulate.
-
In New York (Other locations too perhaps.), I noticed an NPC being able to see through solid objects like doors and walls.
-
In Mendoza (Other locations too perhaps.), I noticed an NPC floating above the ground.
- In Colorado (Other locations too perhaps.), I noticed some pop-in issues with objects in the environment.
-
Like a camera that could still be shot even when it disappeared from view.
-
In the safehouse, on hardcore mode, I noticed the location intel (Prestige Objective Table background.) had overlapping text and improper spacing.
- In Whittleton Creek (Other locations too perhaps.), bodies hidden in bushes somehow get spotted.
-
I have had cameras and NPCs spot such hidden bodies.
-
Noticing neck seams on NPCs (Suspects and suppliers in this case.).
-
Noticing texture issues with tattoos on suspects where the entire tattoo will not render and instead small corners of it will appear at certain angles.
-
In Whittleton Creek (Other locations too perhaps.), one instance of the garbage man disguise has severe clipping as if two separate disguises are attempting to show through.
-
In multiple locations, it seems that despite using oil to create fire accidents and burn suspects, such NPC’s look unscathed after the flames die down.
- In the safehouse, after completing showdowns and/or campaigns (Other actions have caused this as well.), the screen will “jump cut/stutter” for a fraction of a second as if the third person camera is blinking.
-
Happens around the twelve second mark in the video.
- In Dubai (Other locations too perhaps.), I noticed an NPC that survived being burned despite having been in a pile of burning bodies that were all on fire.
-
As if there is a limit on the amount of NPCs that can be burned, or an unseen range of effect (How close in order to die from the flames.) despite the flames appearing on all bodies.
- In multiple locations, I noticed suspects not reacting to shots of emetic poison.
-
I’m thinking it’s because I also shot the other person in the meeting, as if suspects can only be sick one at a time. Also, suspects already en route to arranged meeting locations also do not react to poison shots. Furthermore, poisoning a suspect during an action, like eating, nullifies the poison, instead of the poison canceling the action and taking priority.
- In New York (Other locations too perhaps.), I noticed a suspect stop puking from emetic poisoning in order to go to an arranged meeting I had set up. However, since they did not finish being sick on their own they still walked all the way to the meeting as if they were still poisoned.
-
Just thinking that maybe being poisoned would take priority over going to a meeting.
-
In Haven Island (Other locations too perhaps.), I noticed an NPC clipping through a wall and then rocketing through the roof before landing again.
- In both freelancer mode and the main game, the Druzhina 34 ICA Arctic does not have precision aiming despite listing the perk for it.
- While inspecting the freelancer tools, I noticed a difference in the model size for the sedative pills versus the emetic and lethal counterparts.
-
The lethal and emetic are both larger (Identical to each other in size/view.). This size difference is not the case for the vials however as all three of those are the same size/view.
- When exiting freelancer to go back to the main menu, if attempting to load back into freelancer mode (From either the featured tab or the game modes tab.) I am met with a blank-ish looking screen and the only prompt is the “back” prompt at the bottom.
-
For now, complete shutdowns of the game and console solve the problem but that’s not a proper solution.
- In Sapienza (Other locations too perhaps.), the prestige objective for collateral kills with firearms is failing when parameters are met.
-
I used a sniper rifle with wall piercing ammunition. Furthermore, a side effect of this failure seems to have caused the “hide target bodies” objective to fail as well despite having placed the target and collateral NPC corpses in containers without being spotted before leaving the level.
- In Haven Island (Other locations too perhaps.), I noticed the picture-in-picture shot clipping through 47’s character model.
-
I am guessing this is due to me entering the “frame” when the picture-in-picture frame was showing the unlocked safe.
- In Hokkaido (Other locations too perhaps.), when using an emetic gas grenade the NPC didn’t react with the usual “poisoned” behavior.
-
I’m guessing it’s something to do with distance and whether or not the targeted NPC is distracted while being poisoned.
- In Dartmoor (Other locations too perhaps.), there is no “body hidden” confirmation when dumping targets into the water (At least from this specific area.).
-
Despite this, it does still count for the objective to hide target bodies. It just dawned on me that I haven’t checked containers or closets to see if the confirmation triggers for those instances either. Regardless it would be nice to have the confirmation as we do in the main game.
- In New York (Other locations too perhaps.), the prestige objective for arranging a meeting did not trigger from the first burner phone used.
-
The objective didn’t pop until I used a second phone.
- In Santa Fortuna (Other locations too perhaps.), some guards are ignoring emetic poison shots from the Sieker (Shots that were not missed, to be clear.).
-
Notice the blood spot on the guard to the right, where the dart hit (Left forearm.). No dart, just a hole as if it was a standard bullet.
- Despite having all other freelancer tools, the ICA Outstand Service Coin has not been awarded from the crate after mission completion, nor has it shown up from suppliers.
-
Furthermore, it would be great if the reward crate would at least give us Merces like the other crate does when we have all the items it has to offer for specific campaign stages.
- In Whittleton Creek (Other locations too perhaps.), using a remote explosive package a target dropped didn’t count for the corresponding prestige objective.
-
Thinking it has to be brought/bought items (Given the objective bullet points.), in which case perhaps changing it so no matter where we obtain relative items the objective will trigger as intended, thus allowing us even more spontaneous approaches.
-
In multiple locations, guards will react to 47 having the camera out as if it were a weapon.
-
In Ambrose Island (Other locations too perhaps.), some NPCs are not reacting to briefcases we place on the ground for distractions.
- In Haven Island (Other locations too perhaps.), when bringing a katana, the weapon comes in a briefcase and can be retrieved at our leisure. However, we are not able to conceal it back into briefcases.
-
Seeing as how massive sniper rifles can be concealed in briefcases, it would be great if all other weapons could be too.
-
When first spawning in the safehouse sometimes the camera will clip through the floor as if it didn’t know where 47 was going to be.
- In Ambrose Island (Other locations too perhaps.), while wearing certain disguises/suits and opening crates on the map we can see clipping of the disguises in the first person view.
-
I’m guessing this is due to the first person angle having not been tested and adjusted for all disguises/suits that exist.
- In Colorado (Other locations too perhaps.), we still have instances of weapons (Shotguns in this case.) clipping through the floor.
-
We are able to see their outline and pick them up using the prompt, despite not seeing the model above ground.
- In Hokkaido (Other locations too perhaps.), sometimes we can spot items clipping through suspect/target hands while walking around.
-
I suspect this might be triggered when we use burner phones to arrange meetings while NPCs are interacting with objects in the game world.
- In Hokkaido (Other locations too perhaps.), sometimes we can spot items floating around that are anchored to NPC models.
-
Like rings, cigarettes, etc.
- In Hokkaido (Other locations too perhaps.), when using burner phones to arrange meetings, some strange arm animations can occur when moving 47 right after placing said phones (Sometimes without touching controller inputs as well.).
-
Furthermore, placing phones too close to walls leads to clipping and 47 disappearing for a split second.
-
In Whittleton Creek (Other locations too perhaps.), it is possible to throw briefcases through some fences.
-
On the Xbox online store, the “Makeshift Pack” has a screenshot for an explosive device. However, the description doesn’t list such an item nor is one unlocked in-game.
-
In Santa Fortuna (Other locations too perhaps.), some guards do not react to weapons placed on the ground.
- When inspecting some weapons in the safehouse, there are clipping issues that seem relative to the dimensions of said weapons.
-
Like the Assassin’s HWK21 Covert pistol, which has a silencer that clips into the screen.
- After entering the freelancer game mode, when returning to the main menu, the live tile above the “load game” tile disappears.
-
If this is intentional and the aforementioned tile is meant to exist in the “Live” tab moving forward, then perhaps IO could change the size of the “Load Game” tile to match the height of the respective “Campaign” and “Freelancer”.
-
In Isle of Sgail (Other locations too perhaps.), while instinct is active, the highlight of specific objects begins to flicker from camera movement.
-
In Mumbai (Other locations too perhaps.), when subduing a guard near a ledge and donning their disguise, the resulting disguise bag might be floating in the air.
- In New York (Other locations too perhaps.), when exiting a supplier’s shop we can end up alerting enforcers we didn’t even know where there.
-
Perhaps an adjustment to suspect routes that keeps them from venturing near suppliers while we are shopping.
- When exiting to the main menu and loading back into the freelancer game mode, previous selected prestige objectives and standard objectives might remain on screen. However, we are required to book a flight again and re-select a prestige objective before we can continue the campaign.
-
Would be convenient if our selections of prestige objectives, booked flights and even carried items/weapons would persist even when returning to the main menu and back into freelancer.
- In Santa Fortuna (Other locations too perhaps.), NPCs seem to enter a looped alerted state which seems further amplified when we use hiding spots like containers.
-
Seems like NPCs can see through walls/floors but can’t reach us because of the hiding place. But, sometimes one will somehow come around and kill us despite us having never exited the container.
- In general, during freelancer missions, enforcers and non-enforcers alike seem to see through walls/floors, have omniscient/telepathic communication amongst each other and sped up suspicion meters (Distance from those spotting us doesn’t seem to slow things down either.).
- This effect also appears to be amplified in alerted territories. When spotted, the guard AI seems to go into a looped state for the entire map and if we take down guards that keep coming at us (Even with non-lethal methods.) more are drawn from the entire map as if somehow knowing our exact location. Seem to come in groups of three as well. I understand making things challenging, but setting off an entire map from something trivial like trespassing one specific area (As just one example.) seems broken.
- In Marrakesh (Other locations too perhaps.), using the Druzhina 34 ICA Arctic sniper rifle leads to enemies bouncing an exaggerated distance when shot.
-
Seems like this rifle has retained its power from the sniper assassin game mode and might need to be adjusted.
- In the safehouse, when selecting a mission and potential prestige objectives, some of those prestige options are impossible due to factors we can’t control.
-
Like a prestige option for opening safes in locations that don’t have a safe. Instead it would be great if all three prestige options where randomized according to parameters of the chosen location. Thus leaving what’s possible or not up to what equipment we have and or can obtain and our own skill. Furthermore, fail-safes against prestige objectives that contradict/conflict standard objectives (Like a prestige kill that is different from a standard kill but there is just a single target in the current location.) so it becomes possible to complete all objectives with the right skill and equipment.
-
In Berlin (Other locations too perhaps.), it was illegal to pick up a “Gold Idol” looted from a stash crate and thrown for distraction. This is despite it not being illegal to hold and while wearing the biker disguise with a sniper rifle visible.
- In Marrakesh (Other locations too perhaps.), we can see some NPC wardrobe clipping.
-
Back of the collar and neck area for one example.
- In Marrakesh (Other locations too perhaps.), while attempting the “Collateral Kill - Firearms” objective, a one second remaining timer appeared and the objective remained unfinished.
-
This is despite using a weapon with piercing ammo and aiming for a double headshot.
- In Bangkok (Other locations too perhaps.), despite using a silent attack from behind an NPC somehow I was spotted and said NPC became an unconscious witness.
-
Perhaps it’s relative to the sprint option being set to toggle and NPCs being sensitive to “sprint attacks”.
- In the store tab (Other tabs, submenus and areas of the interface too, perhaps.), some tiles are suffering from an infinite loading wheel bug.
-
Noticed with certain items in loadouts as well.
- In Marrakesh, while using the officer disguise, several soldiers no longer have the “dismiss” prompt.
-
As mentioned here (HITMAN 3 - Bug Report Thread - #3545 by linux_penguin) this seems to be on purpose for the main game, but in freelancer since we wouldn’t be bothering with challenges/easter eggs perhaps those few remaining soldiers could be adjusted to be dismissable.
-
The Sieger 300 sniper rifle (Other variants too perhaps.), when being concealed or retrieved, uses the prolonged animation like much larger rifles.
-
In Marrakesh (Other locations too perhaps.), when entering the garage from the consulate interior, there is no sound effect for swiping a card at the double-doors.
-
In the safehouse basement (Other locations too perhaps.), while instinct is active, item highlights seem to have some flickering and pop-in issues.
-
In Chongqing (Other locations too, perhaps.), we can still obtain the “Fusil X2000 Stealth” assault rifle. Unlike the name suggests however, the weapon is not silenced.
- This might be intentional, but given the wording in the official article about the change to “Hitman World of Assassination” (And the Jan. 26th Patch notes.) I was under the impression there would be some sort of consolidation on all platforms. Like what CDPR did with the witcher 3 once the next gen update was released. The storefront name changed to be “The Witcher 3: Wild Hunt - Complete Edition” and all dlc and expansions were all packed into a single game file.
- Was that not the plan? For the title and box art in the interface to change to the new branding and nomenclature? As things are, on xbox at least, it remains unchanged. The game is still titled Hitman 3 and I’m up to 20 separate files now with all the DLC. Would be cool to consolidate the game files to match what we see in the in-game store and for the name and art to change to match the shift in branding.
-
In Colorado (Other locations too, perhaps.), when vaulting the garage roof top, 47 will turn invisible for a moment.
-
In Chongqing (Other locations too, perhaps.), knocking out an NPC while drinking will leave the bottle floating mid air.