Safehouse Spruce
We’ve updated the location image for the Safehouse Location in the menu. When browsing the Freelancer game mode, the background image (behind challenges, etc) will display an exterior shot of the Safehouse, rather than the artwork featuring 47.
Lie Down
We’ve made it possible to lie down in (some of) the beds in the Safehouse. We don’t have fitting animations for all of them, so we’ve enabled the lie down animation where it makes sense.
Target Jingle
We’ve removed the ‘target nearby sound effect’ for Showdown missions, to avoid this being an easy way to identify the Leader. It will still play in other missions where you know the identity of the target.
Spycam Improvements
We’ve added an option to “Hide UI” when using the Spycam. This was in response to player feedback that the UI elements can make it difficult to identify the finer details of a character with the elements permanently visible.
Also, we’ve made the Spycam more precise, which should make it easier to target the correct NPC.
Perfect Shooter Tweak
We’ve made a change to the ‘Perfect Shooter’ objective (Do not miss a shot, you will fail if any shot misses a person), that will make an exception for security cameras or recorders. The objective text has also been updated. In short, you can now shoot security cameras and recorders and still earn the Perfect Shooter objective.
Do Not Change Suit
We’ve changed instances where we use the "Do Not Change Disguise" wording to “Suit Only” to remove confusion and revert to established terminology.
SA Reward
We’ve adjusted the Payout objectives and Prestige objectives to make Silent Assassin (SA) SA, Suit Only (SASO) and Silent Assassin / No Firearms (SANF) objectives more rewarding. These objectives are now rewarded as follows, with values in Merces:
- SA: 5,000
- SANF: 5,500
- SASO: 6,000
On a related note, we’ve adjusted the parameters of SANF, so that firing dartguns will prevent players earning the NF rating.
Alternate Function Four
When playing Freelancer, quitting the game through the menu or by the use of Alt+F4 on keyboard will result in a Mission Failed status upon restarting the game.
SA Recorder
We’ve updated the Prestige Objective description for SA/NF and SA/SO to mention “Destroy Surveillance Recorder” if the player gets recorded. Previously, this wasn’t mentioned and the objectives would be failed on mission completion if the player was recorded but didn’t destroy the recorder.
Walk the Bulldog
We’ve added the “Walking Cane” item back into Dartmoor. It was unintentionally excluded from the ‘FreelancerificationTM’ of the location and has an impact on navigation and certain gameplay possibilities in the location.
Not-so-safe House
We’ve added a small delay to when players can exit a Freelancer mission after starting it, to prevent several issues including lost items. In brief terms, this is down to the fact that player gear is ‘loaded’ at the start of the mission. In rare cases, it’s possible to exit the mission before the gear is fully ‘loaded’, which results in the game thinking that the items haven’t returned to the safehouse and are therefore lost.
Crate Shot
We’ve added a slight delay to when 47 can fire a weapon after closing a crate. This is to prevent accidental deaths that can occur if a player opens a crate with a weapon equipped and then ‘double clicks’ to pick up an item. This would result in them retrieving the chosen item and potentially firing their weapon into the crate and possibly setting off an explosive (if the crate contained an explosive item) and killing themselves. And we don't want that.
Vault Trigger
We’ve adjusted the vault security in the New York Bank so that it’s no longer triggered by NPCs, even when disabled.
Nobody Shot
We’ve resolved an issue where some characters in Freelancer missions could only take damage from headshots.
Prestige Objective Picks
We’ve tweaked the logic of Prestige Objectives to ensure that you cannot get more than one from the same category (Silent Assassin, Timed, Multikill).
Urgent Call
We’ve resolved an issue where some characters would ‘teleport’ to Agent 47’s location in certain circ*mstances. It’s now impossible to arrange a meeting in places that are inaccessible to AI characters. We’ve also fixed a related issue where the 'Arrange Meeting' Prestige Objective would not complete under certain circ*mstances.
Bat Crazy
We’ve resolved an issue where the Collectors Baseball Bat found in Santa Fortuna would not complete the ‘Pacify – Baseball Bat’ Prestige objective. Now, it will.
No Silencer For You
We’ve removed a couple of Silenced Pistols from guards in Dubai and Dartmoor. It’s not in their remit to have silenced weapons.
Cleave Knife
We’ve made a change to allow Cleaver kills to progress the “Knife Kill” objective, either melee or thrown.
Collateral Kills
We’ve made some backend changes to make the “Collateral Kill” Prestige Objective variants complete more reliably. This includes broadening the window of opportunity across ballistic kills, accident kills, fire kills and explosive kills to register.
Extra note: A collateral kill won’t register if two targets are eliminated together. A non-target kill as ‘collateral’ with the target is required for this to complete.
Illegal Gold Idol
We’ve made it ‘legal’ for 47 to pick up the Gold Idol after first retrieving it from a stash crate and then dropping it.
Tattoo Tweak
We’ve resolved an issue where some tattoos on possible Leaders would disappear during certain animations, making it difficult to identify them.
Breaking Bread
We’ve resolved an issue in Dartmoor where it was impossible for 47 to interact with the bread on the table in the Library.
Train Exit
We’ve removed the moving train exit in Mumbai (Freelancer mode only) to prevent an issue where the game would softlock following the cinematic and then consider the mission to have failed upon a forced restart.
Slipped Past You
We’ve resolved an issue where the “Make Target Slip” objective was not completed when a target would slip on a puddle after moving a ‘wet floor’ sign. These particular puddles were being tracked with a different identifier, but now both count towards completing the objective.
Excess Alcohol
We’ve resolved an issue where certain targets, who interact with drinks, would duplicate the bottle they were drinking from, making it difficult to poison them.
Possible T?rget
We’ve resolved an issue where a potential target in Miami had a question mark in their name when viewed on the map.
Open Safe
We’ve resolved an issue where the “Open Safe – Explosive” Prestige Objective would not complete once all clues have been scanned and an explosive was used to open it.
Poison Trap
We’ve updated the definitions for the “Poison Guard” payout objective to include poison used in ventilation traps.
Correction Recuired
We’ve updated the item text written on some pill bottles. They now read “refill requires prescription” whereas before they read “literally unplayable”.
Stuck
We’ve resolved an issue where 47 could get stuck between the safe in the Morgue Security Room when taking cover there. We’ve moved the safe a bit to give him some more wiggle room.
Hook, Line and Hammer
We’ve resolved an issue where changing some decoration options in the Safehouse would make certain items appear that were not there before. Changing the Pier from default to the Mastery 69 cosmetic and back to default, would make a fish and fishing line spawn on the pier. That’s now removed.
Also, when loading the Safehouse with the Mastery Level 42 or Mastery level 87 cosmetic in the Garage, a hammer was not spawning. Now, it will.
Heli Heli Copter
We’ve resolved an issue where using the Passport Exit could result in two helicopters being visible in the cinematic.
Bedroom Lock
We’ve locked the Bedroom door from the inside to prevent Mastery Level 12 players from sliding their way into the Mastery Level 31 exclusive area.
DeathHouse
We’ve fixed an issue where it was possible for 47 to die in the Safehouse by collecting gunpowder from the garage, dropping it near the shooting range and shooting it. Now, the gunpowder won’t react to gunfire or explosions.
Down but Not Comfortable
We’ve resolved an issue where 47 would return to the Infirmary in a Wounded state and not even make it back to the bed. In reality, it was possible for players to briefly control 47’s movement during the start of the scene, thus resulting in his starting position to be slightly askew.