PS VR2 Patch Notes #1

Patchnotes are live:

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Copy & paste for convenience if people don’t want to click through to read or to discuss further here:

PATCH 3.220.2 - PlayStation®4, Xbox Series X|S, Xbox One, PC, and Nintendo Switch™

GAMEPLAY

Dusting Off the Old Firearm

We fixed an issue with the Splitter SMG and Ancestral Pistol, where both weapons would be invisible and unusable in Freelancer Mode, as well triggering crashes when approaching it in-game, preventing players from advancing their prestige levels.

LOCATIONS

Break the Wall Down

We solved an issue where an invisible wall would appear in Hokkaido, after exiting the staircase to the morgue.

PATCH 3.220.1 on PlayStation 5 (PS VR2 Mode Only)

GAMEPLAY

Somebody Saved Me

We fixed an issue where saves would be corrupted and be unable to be loaded. We also solved an issue where loading saves with Agent 47 holding an object or a gun would create issues including crashes or making the object invisible and being unable to use it or put in back in the inventory.

Hands on the Holster

We fixed an issue where the haptics and sound signals when touching the holsters would trigger repeatedly, now allowing for more room before it triggers again when moving out one’s hand.

Don’t Paint it Black

We fixed some issues where the game would fade to black when bending over certain geometry or when entering or exiting windows.

Wrist Exercises

We adjusted the alignment of the firearms when holding them so they would be at a straighter angle.

New Toys

We solved an issue with some of the set pieces (such as ladders, crowbar interactions, keypads etc…) where they could be hard to interact with.

I Want to Make it go Boom

We solved an issue where remote explosives would not appear in missions despite being added to the loadout or not used when found during the mission.

New Fiber Connection

We solved an issue where holding the fiber wire would prevent players from triggering set pieces and dragging bodies. We also fixed an issue where holding the fiber wire when dragging a body would set the fiber wire in its priming animation.

Fiber Cable

We changed the button combination to prime the Fiber Wire. Previously it was primed by holding it with R1/L1 and then activated by holding both R2/L2. Players now will be able to grab the Fiber Wire with R1/L1 and move the free hand to the one holding the Fiber Wire and activate it by grabbing the holding button, ending up holding both the R1 and L1 buttons.

Since the bumper is used for other actions as well (e.g. grab item from world, grab disguise, drag body…), we prioritize these actions and won’t prime the Fiber Wire in these situations.

If the Fiber Wire is already primed and you approach a situation with an alternative action (e.g. grab item from world, grab disguise, drag body) the prompt of this action will be collapsed (it’s not possible to use the action anyways since you need to hold both bumpers to keep the Fiber Wire primed).

The Fiber Wire is always considered to be in the original hand. Releasing the bumper of this hand will drop the Fiber Wire. Releasing the bumper of the second hand will stop the priming but will keep the Fiber Wire in the original hand.

Ambidextrous Case

We fixed an issue where it would not be possible to take out items from the suitcase with one’s right hand.

Weapon Design Overhaul

We solved an issue where some of the pistols and SMGs would be displayed incorrectly, with either a raised silencer, or an additional magazine attached.

Knock Knock Who’s There

We solved an issue where some of the locks would either not appear or turn the wrong way. We also fixed an issue where some of the prompts to open/close the doors would be misplaced and would make it impossible to open them.

Cleaning Up

We solved an issue where body containers would not open unless the hand would be positioned in a specific angle.

Weapon Handler

We solved an issue where firearms were easily getting stuck on geometry making it impossible to aim with the weapon.

Hands Off

We added a new UI warning in VR near NPCs when the player cannot strangle them or us the fiber wire on them.

Easy Trigger

We fixed an issue where the shooting sound and haptic effects would continue to be triggered even after the weapon ran out of ammo.

Dexterity +1

We solved an issue where the support hand, when holding a pistol, would not detach from the weapon despite the player moving the hand controller away.

LOCATIONS

Rythm is a Dancer

We fixed an issue where finishing the Farewell mission with Diana in Mendoza would change the perspective of any other mission to the third person.

Putting Your Feet Up

We fixed an issue in New York where skipping the opening sequence of the mission would cause NPCs to be placed above the ground during the mission

UI

Useful Advice

We solved an issue where some of the loading screen tips would not appear in-game.

In addition to the above, the patch will take care of more than a hundred bug fixes and improvements including the list of known issues (below) shared at launch for HITMAN World of Assassination on PS VR2. As the patch is deployed, we will continue to monitor any potential improvements and fixes.

List of Previously Known Issues

  • Moving the head over certain geometry can cause fade to black.

  • A crash can happen when interacting with a PC and camera recordings while holding fiber wire in both hands.

  • Sticky items can turn invisible when placing them on doors.

  • The supporting hand may not fully grip a weapon when the weapon collides with geometry.

  • Some safes with a keypad may be missing the interaction prompt and are not highlighted in instinct mode, even though they can be interacted with.

  • Changing disguise in front of NPCs is now considered as an illegal action, however, the “illegality” lasts too short to have any impact outside of combat or alerted state.

  • Completing “The Farewell” mission on Mendoza by dancing with Diana can change the perspective of any other mission to third person.

Known Issues

  • Knocking out an NPC by throwing small firearms in quick succession with the same arm will cause other NPCs to escalate to the highest alert states upon seeing Agent 47.

  • The VR tutorial cannot be completed if the player throws or pushes one of the guns out of the accessible area.

  • In flatscreen mode, crashes can occur on PlayStation 5 in Freelancer mode, when picking up two large weapons in the Safehouse and then attempting to launch a mission.

7 Likes

I wonder if this will fix the issues in the flat version of the game caused by VR2.

  1. The weird placed silencers on pistols
  2. The extra mag on the SMGs
  3. The door prompts being too high to interact with properly

Won’t be able to check for the next few hours. If anyone else knows please share.

Edit
Seems the pistols and SMGs haven’t been fixed on the flat version. Thanks for @Tom-Kannaduki for posting this below

Which is odd, since the issue wasn’t there on PS5 to begin with. :person_shrugging:

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It has been moved to the 3.220.2 section (non-PS5 platforms).

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Thanks IOI for the work put and combatglue for keeping us in the loop, feels good feeling like a community again.

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The 3D model of SMG has indeed been modified.
However, the white silhouette of the SMG when equipped, and the image in the inventory, appear to show the magazine remaining in place.
This is a screenshot from PS5.


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The images were always the issue, the item in-game was fine.

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I know this is going to be somewhat bitchy in tone, but bear with me. I promise it’ll be worth it.

This did not need to take two weeks to fix. Here’s a fun game to those who don’t do modding or data mining. Can you guess what ultimately fixed the issue? It wasn’t a bug with freelancer, or the repo missing references to the weapons. No, nothing like that. The fix was re-adding the runtime files back into the game. The reason it was crashing and soft-locking is that the files didn’t exist in the game. That’s it. It wasn’t rocket science, but that took two weeks to fix, folks.

This patch only further proves what I’ve been saying for a while, in that IO acts aggressively opportunistically if it benefits them, and damn the userbase, they’ll have to wait until we deem it necessary to patch the game. And said userbase are more than willing to let bygones be bygones, because “hey, they fixed it now!”. That isn’t good enough, and i’m getting quite tired of that sentiment. I’m not saying the opposite is any better, don’t be ungrateful bastards, do thank the bus driver team for when they do good. But there’s no escaping the fact that this should’ve been a hotfix three days after it came out, not two weeks. What we got was a fix for two game-breaking bugs that, I’m 75% convinced, were deliberately delayed to coincide with a patch for PSVR2.

There’s purpose behind that decision. That’s not saving time on their end, it was done to curry favour with both PC and PSVR 2 fans to show that they are fixing bugs in hotfixes, but instead comes off as an appendage tacked onto a much larger update very clearly meant for VR. It’s not a good look.

I’m aware Console certification is something to consider, but I’m given to understand that all the console manufacturers tend to have a grace period for patches so you can submit hotfixes more quickly. Perhaps I’m wrong there, but I’ve played games where hotfixes get sent out very quickly, even on consoles.

On balance, I do like the fact there is some communication in these threads from CombatGlue, but that does not make up for the time spent where the game was essentially broken for some users in the interim, and the better part of a fortnight where nobody at IOI was on the forum. And, I really must stress this to IOI’s PR team; we shouldn’t be getting information beneficial to players in private DM’s. Thank you @BlossomFox for being kind enough to share such information, but ETA’s on a patch should’ve been out in the open.

I’ll go back into hiding now. Last time I’m going to say this; Do better, IOI. I don’t want commitments to be better, I just want you to be better. I don’t think that’s asking for much.

And if you want me, and several others of us, to stop being angry and annoyed at you, then stop giving us reasons to be angry and annoyed at you.

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*eye twitches*

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There’s a reason it’s still not out on Xbox (that includes PC too).

image

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Wrist Exercises

We adjusted the alignment of the firearms when holding them so they would be at a straighter angle.

Nice, but it might be a better “fix” to provide an setting in-game to manually adjust the angle at which guns are held. I’ve seen players in the PSVR reddit mention that as a potential improvement at launch, compared to other VR titles.

(Personally I’ve recently seen that option in Arizona Sunshine Remake – the ability to fine-tune up or down the angle of the gun while holding it in the Options/Set-up in the main menu.) Just a thought. Hopefully IOI’s tweak works out, just everyone’s a unique case in VR…

Also yay, but hopefully we can have a patch in the future to disable the sound/haptics effects for holsters.

I haven’t played the VR patch yet, but again, depending on if this IOI-tailored change is long enough or not, it might still be an issue for some folks who just don’t want to hear the “bump/ping” noise at their hips too often in the first place…

YAY. Honestly very good change. Will make it feel a lot more natural.

It was a bit of a struggle the first time I had the Fiber Wire, trying to “activate” or use it on someone, since there’s no tool-tip or controls pop-up about needing to both hold it with the holding button and activate/prime it with the triggers.
I eventually figured it out of course, but this means less steps and more immersion in using it which is a big plus. :+1:

I’m guessing a lot of these are extremely minor changes, but it would just be a nice thing to see everything that was patched up for VR in this patch.
(People already complain about patch notes seeming way too short, so this would at least give a lot more transparency into the work that goes into this, rather than specifically featuring a Typo Change as a note and that being it.)

Plus, I’ve seen patch notes for other games not be afraid to write up lists of 100+ bug fixes, a lot of which go unnoticed or probably unreported by players, but it’s always a “wow” moment to see, no matter if I’ve experienced them or not. :eyes:

Yay that was me, I did that :face_with_open_eyes_and_hand_over_mouth:
It’s just a soft lock and easily Reset, and it seems this patch was mostly to prevent full hard-lock crashes or progression issues that were impacting the game. Here’s hoping next patch whenever thst is, can address this.

Oof.

Dev 1: Hey, can you check if that SMG magazine issue was fixed “in-game”?
Dev 2: Oh yeah, looks like we got to it!
Dev 1: Thanks! I’ll let the CM know!

Oof. I’ll give y’all the benefit of the doubt and say this was probably just a miscommunication or broken telephone of what specifically needed fixing/double-checking, but still.
Oof. “Fixed” something that was never broken, while completely overlooking the actual broken thing just off to the side… :sweat_smile: :joy:

No note on adding any VR Options, which should hopefully be something the Team looks into.

I know the PSVR players have issues with the Holster/Inventory bubbles needing some tweaking, so I hope IOI can add a VR Belt/ Chest Interaction slider, letting players move these pieces up or down based on personal preference. Again, yes it’s a VR Hybrid game, so it’ll have some downsides compared to VR Only games, but it would make a great QOL feature for users.

Overall though – mostly, good IOI! A patch off-schedule that was sorely needed. We’ve needed something like this for a while now.
Still. I hope next time we can either get an update that things are getting looked into or Patch Plans are underway sooner.

(Because it’s very funny-ish that inbetween the launch of PSVR2 and this Patch, we’ve had companies like Naughty Dog release an update that broke unlocks/progression in standard save files on April 3rd, adress and release a patch *that only fixed this one issue, a day or two later…) :sweat_smile:

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You’ve broken a promise because it wasn’t worth it in the end.

Look I get it, there should have been some communication straight away when the bug was identified, but we don’t know if there was an underlying reason as to why IOI couldn’t get a patch out for 2 weeks as we don’t work there. I don’t think IOI would have envisioned the VR2 version was going to be riddled with bugs either, so I don’t believe they were intentionally holding off releasing a hot fix for Freelancer weapons until they released a patch update for the VR2 version.

At least this bug is going to be resolved for all platforms soon so this issue can be in the past.

I got an email from “Charlie via Hitman Forum” when you responded to my message, and was quite confused at who “Charlie” was lol.

(Anyone know why the emails sometimes say the Username and sometimes just say the Name?)

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No clue I’ve never gotten push notifications or emails despite asking to get both

I’m pretty sure they only send if you do not have the site open anywhere.

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I took two weeks for IOI to notice it. Fixing the bug couldn’t have happened before IOI was aware of it. It was probably fixed in just a couple of hours, like most bugs are (I don’t remember where Samir’s post about this was but he seemed to imply that the team fixed this bug quite quickly). The issue here isn’t that it took so long to fix an obvious bug but that it took two weeks to relay the problem to the people in charge of bug fixing.

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Yeah IDK either. Some quirk with how email notifications are set up

(Also, all emails usually get sent to my spam folder, despite me trying otherwise. Anyway…)