Seven Deadly Sins Act 3: Sloth

Is it absolutely confirmed it’s a sedative mine? (outside of the leaks thread)
The mine isn’t labeled as such in the promo material and I don’t remember Travis or Clemens mentioning it during the stream. Just that it was a proximity mine.

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I never post about items or content unless they’re officially announced, and they indeed did say on the stream that it’s a Sedative item :grinning_face_with_smiling_eyes:

Found it, it’s mentioned at 20:10

A sedative item that will attract guards or NPCs when they’re close by

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Nice to hear that comment about the Sloth Suit (it’s called the Lotophage Suit bye the way). Out of the suits shown in the 7 Deadly Sins, the Sloth one I can see using that more often. Why wear gold or mirrors when you can be fashionably lazy. Also I love this suit.

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Here in the Microsoft Store it’s described as the “Mina de proximidad sedadora Gadul”, so yeah. Definetly sedative mine.

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Just played the escalation and looked around.

Escalation is good. The change made to the map and to the NPCs makes it unique. The vitality system is fun to play with and does change the way to plan and play.
Appreciate the optional objective.
I did not have the silent assassin on the last level, but I think I can see how to.
A good puzzle escalation. Well executed in gameplay and design. (but wouldn’t say no to a more open ended escalation)

So kudos to the team

As for the unlocks :

The suit is fine, the texture is interesting, a sort of velvet shader ? Good idea from the team (would not say no to a more traditional suit with this shader). Or it’s just dirty. I’m just a sucker for light absorbing shaders.

The SMG is the equivalent of the improvised silenced pistol for Romania. Makes it fun if not gameplay/loadout changing.

The goldbrick is a genuine good idea of a new item who opens new tactics without being game breaking. I am still experiencing with it, but it is a legal item, and will attract anyone seeing it (including civilians) without them calling for guards. To give an example of use : throwing it between the two guards on the main entrance of the Sapienza entrance will sedate both of them, allowing you to enter. I could also see it being used to retrieve items on a NPC even in a crowd. So all around another kudo.

In addition to all of that I saw the addition of new challenge tracks for the featured contracts for 50, 60, and 70 contracts made in Hitman 3 locations. So rewards will continue to arrive in the following month.

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As far as I’ve seen, you can’t throw it… and it sticks to objects like a trip mine.

Still fun to use and it’s music it plays is pleasant.

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Wait a sec. @Urben why’d you move Landirt’s comment here? Isn’t the escalation out by now?

edit: comment moved from ICA-Leak-Data-Dump to here

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Yes my bad. :sweat_smile:

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I was afraid I posted in the wrong place (hence the repost on the roadmap).

You can throw it. And it explodes in a big blue powder dust cloud. Big enough to sedate more than one npc. Looks like a really fun addition. Thumbs up.

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So if the vitality aspect was added to this escalation based on player feedback from Greed, I wonder what this escalation was originally planned to look like… :thinking:

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I’ve yet to play the Escalation (will play it later), but I hear that you can also throw the snail and it’ll create a blue sedative poison cloud on impact. What I get from that is that it’ll work just like how the Blue Eggs (from Berlin Egg Hunt) and how the Chloroform Bottle works when you throw them, on top of it also working as a proxy sedative poison mine.
It’s a very welcomed decision!

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Considering how cool it looks, it’s a shame this version of Dartmoor won’t be able to be used as an alternative like a campaign mission like they did with the bonus missions like in the 2016 game.

For example, Sapienza had various versions in Hitman 2016, so it would have been cool if this version of Dartmoor was used for a type of bonus missions like ‘The Icon’ etc.

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didn’t they say they listened to players’ feedback after greed and will make “significant changes” after the Pride Sin? Turns out it’s the same tired formula of mediocre escalations that can be done in 10-20 mins and can be replicated in contract mode. What changes have they made on the map? scattered few furniture around the map and added a useless filter?

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I loaded up the new version and to be honest it’s not really that different.

It’s mainly tweaked sky and lighting. Some NPCs were deleted like Aron Ford Jr and one of the Carlisles, gardener and jogger added, music changed to Santa Fortuna’s soundtrack. Lots of weird snail ornaments added, other than that only select areas have the junk stuff added to them. I tried to have a think “If I could make contracts mode on this, what could I do that’s good and can’t be done on the original?”, haven’t thought of anything yet

Having said that, definitely happy for them to throw in lighting and sky changes regularly to ETs and Escalations and whatnot, even if they still don’t change anything else. It’s nice to not feel like every single possible contract takes place at the exact same time on the exact same day of the exact same event :roll_eyes:

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He’s there, he’s just been moved. He’s a target in the third level.

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idk… it feels really different. level 1 is kinda contained and same-y, but level 2 and 3 showcases some more of the changes. all the new weapon placements and target loops make it feel pretty replayable for future replays, plus the challenges that encourage the higher vitality %

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I just loaded the .entity to explore, so it’s possible the .bricks I didn’t load make more changes :flushed:

I’ll slap them on and see what happens

I have not played the escalation, but this is first one I kinda dig. Foggy, early-in the morning Dartmoor looks great, it’s much more interesting than previous ones, 47’s handler is amazing, and rewards actually look nice. Still won’t buy it anytime soon, but this is first one I would.

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Roadmap is overall disappointing, but the escalation was good fun. I feel like the Vitality meter should have depleted a bit quicker though - as soon as you work out a route, you can easily finish all 3 levels without getting near to running out. “Forcing” you to add the jogger in to the speedruns would have made for a lot more interesting and different strats, IMO.

Ducky gun is cool, but being F/A makes it pretty unviable in most cases I feel.

Anyone else also feel like they have gone to a lot of effort with doing up Dartmoor just for an escalation as well? I mean, most people will play it once and move on to never see the “dirty” Dartmoor again. Whilst it looks cool, the escalation gains nothing from it - could definitely have spent that time elsewhere.