Hitman 3 Update 1.13 Patch Notes: What’s New In October 6 Update

Hitman 3 update 1.13 is out today for PS4, PS5, Xbox One, Xbox Series, and PC. You can learn more about this update with the patch notes shared below.

Hitman 3 is continuing its tradition of being a live service game by bringing a lot more content as part of its October roadmap. There are new features for the PC version including the ability to super sample with Intel XeSS and Nvidia DLSS. You can get the details on this update with the patch notes shared below.

Hitman 3 Update 1.13 Patch Notes

NEW CONTENT: October Roadmap 

Three new unlocks are packed into the October Roadmap, including a highly-requested fan-favourite fruit.

Alongside the banana comes two new suits: The Sandman Suit to give Agent 47 a suitable look for Halloween and a suit from another ‘brother’. To mark the 20 year anniversary of the Hitman 2: Silent Assassin release, Agent 17’s Signature Suit can be yours by completing a fitting challenge in Mendoza.

All of that and more are in the October Roadmap.

NEW ADDITIONS

Super Sampling 
The HITMAN 3 October Patch adds support for super sampling technology from Intel, AMD and NVIDIA.

Intel Xe Super Sampling  
Intel® Xe Super Sampling (XeSS) technology uses machine learning to deliver more performance with exceptional image quality. Hardware accelerated XeSS is optimized for Xe-HPG microarchitecture-based GPUs.

NVIDIA Deep Learning Super Sampling (DLSS) 
NVIDIA DLSS uses AI Super Resolution to provide the highest possible frame rates at maximum graphic settings. DLSS requires an NVIDIA RTX graphics card.

AMD FidelityFX™ Super Resolution 2 (FSR 2) 
AMD FidelityFX™ Super Resolution 2 is a cutting-edge temporal upscaling algorithm that produces high resolution frames from lower resolution inputs.

HITMAN 3 supports AMD FSR 2.1, although the game menu and launcher will only refer to “FSR 2”.

Stability 
We’ve resolved various issues that could cause the game to crash or be unstable in various ways.
Amongst others, we’ve resolved crashes that could occur when;
– using certain fuseboxes whilst in cover
– using items that require you to hold a button to activate (sinks, radios etc) and then moving
– restarting, loading, replanning or exiting to menu after pausing the game with the camera item active

Accessibility Options 
We’ve added four additional options to our gameplay settings, allowing additional gameplay elements to be set to hold or toggle. For all four new options, the default is set to hold, as that’s the current setting in the game. We’ve noted a few additional things below for each setting.

Walk and Run  
Currently, you hold a button to run/jog and this new setting allows that to be a single toggle.
On PC, the ‘slow walk’ button can now be set to toggle via this setting.
Note: This setting also affects the slide action on ladders and drainpipes, but this isn’t currently mentioned in-game.

Instinct Activation  
Currently, on a controller, the Instinct (hold) and Reload (press) buttons share the same button; this option inverts which action requires a hold and press.

On a keyboard, this setting only affects the Instinct action (as reload has its own individual binding)

In Contracts Mode, the default Instinct button is used to show Target Info and this new setting does affect that functionality, even if the player has chosen to disable Instinct entirely.

Precision Aim  
Currently, on a controller, the ‘precision aim’ function can be activated in two ways; either by half-pressing the right trigger or by holding the left bumper / shoulder button, whilst aiming. This setting only affects the left bumper, allowing it to be pressed rather than held.
Note: It is also possible to set your aiming mode to ‘toggle’.

Item Placement  
Currently, on a controller, the ‘item placement’ action shares buttons with run, instinct and reload. Both bumpers / shoulder buttons must be pressed to enter item placement mode, but you may press either to cancel the placement. Now, you can choose to press the shoulder buttons just once to enter placement mode.

Trespassing Alert  
We’ve resolved an issue on consoles where the trespassing/hostile area UI notification (yellow bar) could get stuck on the screen after a save/load cycle. Note: This issue was fixed for PC in a previous patch.

Ruby’s Rude Rain Rave 
We’ve resolved two issues where the Rave On Suit and Ruby Rude Tracksuit don’t get noticeably wet when worn in the Chongqing rain. In some cases internally, we even saw that the Rave On suit would refuse to load and the default suit for the location was active instead. We’ve fixed that too to make sure it didn’t make it into the live game.

The Suitcase Summoner 
We’ve resolved an issue where Agent 47 could perform some briefcase magic and make it appear in his hand at a chosen time, if he performed certain actions at the start of a mission. We’ve ironed that out – and “this is a bug and not a feature”, so we don’t have any plans to release a teleporting briefcase (at this time).

Falcon and the Polar Hitman  
We’ve resolved an issue where the disguise bag for the Polar Survival Suit was incorrectly displayed as ‘Hitman Falcon’. “Falcon” is the development codename for the Siberia location where the suit was originally worn, which is how it came to have that name by mistake.

Kanon Cannons  
We’ve made some changes to cannons, to make sure that they can always be triggered by explosions, even after performing a save/load cycle. We saw a few reports from players were cannons appeared to not work at all, but it was the save/load cycle that caused it.

ET Naming Inconsistencies  
We’ve tweaked some inconsistencies with how the names of some Elusive Targets (Surgeons and Pharmacist) are shown in the menus and through the game’s intel/bio pages.

Arcade HUD  
We’ve updated four Arcade complications to ensure that they always display in the HUD. If you’ve noticed that Lethal Melee Only, Lethal Poison Only, No Poison Kill or Explosion Kill Only complications were not showing in the HUD, they will now.

Decimal Numbers 
We’ve changed the decimal number displays throughout the menus. Currently, all languages use a decimal points (shown as 0.75), where this change will now mean that certain languages will show as 0,75 based on their localised usage.

Tricky Bric-key  
We’ve resolved an issue where keys that were hidden underneath bricks would be destroyed if players destroyed the brick (with bullets, explosions etc.) instead of picking up the brick. Now, destroying bricks will also reveal the hidden keys underneath.

Save Date  
We’ve tweaked the date format shown on save games to properly display according to localised usage. Previously, all languages were defaulting to the US date format, or had incorrect capitalisation or punctuation.

More details on the changes in the different levels can be found in the patch notes on the official website.

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