I really want them to revert their change to the Featured Main Menu. It looks so boring now, and the Live tab is very empty. I liked having an interesting landing page when the game started up.
Textures seem to behave differently. Iâve never had pop-in but now it happens everywhere from the environment to 47 himself.
Today I played for the first time the seven deadly sins cause I buyed the DLC and the texture of the peacock suit is blurred and loses quality every time you change camera like if you use a sniper rifle or the phone etc.
Iâve now also had broken lighting inside the morgue in Hokkaido, most color is missing and itâs almost completely gray. It doesnât look like less saturation but broken lighting.
I guess this is programming/bug fixing in a nutshell, but I just saw that they simply re-mapped the button to hide the camera hud to the melee button (instead of interact)
I guess making it not interfere with door prompts was way more trouble than its worth

The Collectors items work just like weapons. They can still be lost if left on a level, or you die in a level. But, if you leave it in your safehouse wall, they do not dissappear when you fail a campaign
So what about the mastery unlock weapons. Do they stay regardless now, or can you buy them from vendors when lost like Melusca mentions? I wonât have time to play the game till tomorrow or Monday, but this is something that Iâd like to have clarified.
If you lose the weapons, theyâll eventually show up for purchase from the suppliers so you can always re-obtain them
Ok, good to know. Cheers.

The Collectors items work just like weapons. They can still be lost if left on a level, or you die in a level. But, if you leave it in your safehouse wall, they do not dissappear when you fail a campaign
But⌠thatâs kinda stupid? When I read the changelog I was happy to hear that this was changed, but the way you explain it we are still on âitâs only save when you donât use itââŚ
Back then the problem was that careful players with a wish for completion would never use valuable items out of fear of losing them - so this is still present more or less unchanged
Yeah because IOI want this sense of danger to still stay, all the non collectible freelancer tools disappear when you fail a campaign even if you didnât bring those with you, so yeah this is an improvement that doesnât defeat the purpose of this game mode, and i think they did this with the tools because are the most op gadgets of 47.
Even if the items are lost, they can always be regained. Thatâs why you want to have as many Merces as possible when playing.
Yes, I know⌠But back in the CTT this was my biggest complaint and it is a bit depressing that the supposed change did not change that at allâŚ
My feedback back then was:
But here comes the big problem: After only a few missions I already see myself keeping weapons in my Safehouse, not using them.
Thatâs what I feared and it already happened. I collected a silenced SMG. I bought a sniper rifle. Now, of course, I will never ever use those weapons because I will always think, âletâs finish this campaign and they will be saved in my safehouseâ. And after the campaign, I will think, âletâs not take them with me because they were really rare to find and expensive. And if I fail, they will be gone.â
So, I can tell you here and now that I will start every mission ever with no starting items. Maybe a generic pistol I know I can get back in every level. But I would never risk losing a silenced pistol, an electric hacking tool or any other useful item! Because there is always another way. I will never require them to finish a mission and therefore I will never risk losing it in case of a failure.This is a massive problem.
An option would have been to make all previously found items purchasable in the safe house.
A perfect example for you: If you only have one sniper rifle, you could end up losing it for some reason and then not have it in the next mission - because maybe the merchant does not offer one. This is basically my thought process: âwhat if I need it in the next mission?â and therefore never using it
Hey, I blame stuff like that on the rest of the Hitman community. Everyone wanted different playstyles, to not have to worry about SA so much, and to have different challenges, and IOI gave us exactly that. Itâs not what I wanted, or expected; after watching the first video announcing Freelancer, I expected something closer to a computer generated Contracts mode where you could kill any target any way you wanted, none of these fucking objectives anywhere, and you only lose weapons you have on you when you die or leave them behind, none of this losing the whole campaign takes it away crap. We could also enter a map from a point of our choosing and had access to our full arsenal and outfits just like in the main campaign before beginning; none of that either. Iâm disappointed with how the end product turned out, even though itâs still extremely fun; but everyone else wanted stuff like this and now we have it.
In general geometry seems to change right in front of the player now, itâs like the mipmapping is completely wrong.
Following on from the release of Freelancer should we expect a February roadmap with a full months content for the regular game? Or do we think theyâll leave it a month or so.
I donât like new main screen with Diana artwork which donât fit to whole theme. Why not just like a that instead? Itâs about 47 not Diana.
I agree. Indeed, I wish theyâd kept the image of 47 we had in H3 for that, but even that one is better than showing Diana. Dianaâs important to the story, sure, but she only really becomes a focus toward the end. If youâre not gonna show 47 in that frame, then it should be Grey or Edwards instead.
Whatâs the point of adding contract mode 2.0 with career? You have already Contracts for that. Freelancer is NEW mode. Iâll repeat a NEW GAMEPLAY. After 2k hours of playing time I donât expect to another this same gameplay. and thatâs why I think Freelancer is one of best things what happened in this game. At last we can just play whatever we want. Wanna leaderboards with forcing SA? You have contracts, escalations and arcade. Whatâs a point of adding more of that same?! No matter how I love this game itâs started be boring.
For me personally Freancer is a new era for this franchise. I expect that next game will go this way.
One thing what I donât like that whole progress donât add any value to gameplay besides pure cosmetics in safehouse. Itâs great but when I grind progress I expect some enhancements which help me in missions. Few ideas: black market where we could buy equipment in safehouse, buy new starting locations or outfits. Anything that could help this grindy experience to be little easier over time.
The randomization and ability to choose the order, plus the showdown missions, are all the ânewâ thatâs needed. This whole thing of items and Merces being lost, and the objectives being thrown in for the greater accumulation, and the fact that we have to rebuild and incomplete arsenal and have an incomplete wardrobe and canât control where we start a missionâŚ
Man, fuck the new era. What was good before wasnât broken, there was no need to try something new as if it needed fixing.
I havenât played non-Freelancer to see if itâs a global change or just in Freelancer - but Iâve noticed that when you have both the Sieker and the Kalmer in your inventory - they donât provide an extra dart to each other like they always have.