AMBROSE ISLAND

Camera Catch
We’ve resolved an issue on Ambrose Island where being recorded by a specific security camera would not affect the Silent Assassin rating. This was a simple error caused by the camera not being ‘connected’ to a security recorder in the development setup.
Ambrose Classics
We (have already) resolved an issue where the Classics Challenges were not available on Ambrose Island at launch. They were all set up correctly but a minor oversight when moving from the stage server to live server meant that they were missed out of QA checks. They were added in within 48 hours of launch. We’re noting this all here for posterity.
DOA (Dead on Ambrose)
We’ve resolved an issue where a metal worker would instantly die after a few seconds of launching Ambrose Island, despite no player interaction. Not even Agent 47 is that good.
This was a player-reported issue that had a low reproduction rate, meaning we only saw it 1/20 times. Ultimately, we slightly moved and delayed the spawn timing (by a fraction of a second) of both a Molotov cocktail and a bag of gunpowder that were near each other. We’ve not been able to replicate it since.
Pirate Sanctum
We’ve resolved an issue where NPCs could see through a wall near the Pirate Sanctum in Ambrose Island.
Molotov Accidents
Their time is up. We’ve changed how kills with the Molotov cocktail from Ambrose Island are classified and they’re no longer considered an Accident Kill. Whilst other fire kills in the game are classified as accidents, it was considered to be a little far-fetched that a molotov would be the same.
Drinkable Molotov
We’ve resolved an issue where NPCs would be willing to drink Molotov cocktails, after the player swapped them with other items. Now, NPCs will be more thorough in their attempts to quench their thirst.
Dart Gun Molotov
Yes, this one’s been fixed too. It’s no longer possible to shoot a placed Molotov with a dart gun to trigger the explosion/fire AND THEN pick it up and throw it for a second round of fiery goodness.
The Boat Man
We’ve resolved an issue where some NPCs were able to walk through a boat on Ambrose Island.
The Magnus Opus
We’ve resolved an issue where a chess player on Ambrose Island could spot 47 taking a disguise from the freezer behind Farah’s Bar.
Bright Lights
We’ve calibrated a TV in Ambrose to reduce the brightness when 47 is nearby. The NPCs will have to deal with the intense light by themselves.
Long Distance Radio
We’ve tweaked the properties of two radios in Ambrose Island to prevent them from attracting the attention of the entire map. This was caused by the radios missing a setup that would define how far their distraction status would go.
<Making changes/tweaks to a suspicious lamp/light>
We’ve contained a suspected Altered Item in Ambrose Island that was displaying unusual behaviour, described by [REDACTED] as “dancing or shaking”. The FBC has been notified.
Made To Order
We’ve tweaked the setup of the Made To Order challenge on Ambrose Island to make it unlock more consistently.
Rooftop Trip
We’ve replaced the chair and changed the AI properties for a specific NPC in Ambrose Island to prevent them from teleporting to a nearby roof when distracted from behind. They might still walk over the new chair to collect the coin they heard, but this is better than jumping to the roof.
Ambrose Destination
We’ve tweaked the menu setup so that Ambrose Island is displayed under the Destinations tab at all times.
DUBAI

Maintenance Staff
We’ve tweaked the trespassing properties of the Maintenance Staff disguise in Dubai to make it more consistent with expected behaviour. Specifically, it is now considered legal on the staircase leading to the Penthouse Reception and legal in the penthouse back-corridor – but only until the actual penthouse.
SMG Skip
We’ve resolved an issue where it could be impossible to pick up the Golden SMG in level 3 of the Asmodeus Waltz (Dubai Deluxe Escalation), if the entry cinematic was skipped at a particular time.
Behind The Camera
We’ve resolved an issue in Dubai where 47 could get spotted by a camera, despite standing behind curtains where he should not be visible.

Security Wall
We’ve resolved an issue where Agent 47 could be spotted through a wall near the Black Gold Bar in Dubai.
Helicopter Hazard
We’ve resolved an issue where Agent 47 could get stuck in a wall near the helipad in Dubai, after dumping a body.
Challenging Photography
We’ve resolved issues on Dubai and Mendoza where certain photography challenges didn’t unlock if the player took a photo of the intended subject before capturing the exact requirement of the challenge. Essentially, the challenges would only unlock if the very first photo taken of any NPC was the required one. Now, there should be a ‘reset’ that will allow multiple challenges to be unlocked in a single playthrough.
Long Exposure
We’ve resolved an issue in Dubai where it wasn’t possible for Agent 47 to give an item to another NPC during ‘The Assassin’ Mission Story, if he initiated the conversation in a specific place. Now, the NPC will move a little bit closer to him to make sure this doesn’t happen.
DARTMOOR
Alexa Burnwood
We’ve resolved an issue where certain dialogue from the target in Dartmoor, at the end of a specific mission story, could be heard regardless of where Agent 47 was located in the level. This was caused by that particular dialogue line mistakenly having the ‘handler’ tag, which is typically reserved for Ms Burnwood.
Dartmoor Security
We’ve resolved an issue where guards at the front gate would attempt to frisk Agent 47, even when he was wearing a security guard disguise himself. Best of all, he could just skip the frisk without consequence. Now, the guards won’t bother asking any security guards to get frisked.
Dartmoor Drop
We’ve resolved an issue in Dartmoor where it was possible for 47 to drop from specific places on the outer upper floors to the ground floor.
DGS: Stashes
We’ve resolved an issue where unusable Agency Pickups were listed during the planning phase in the Dartmoor Garden Show. This was causing players to stash items in locations that they couldn’t reach during gameplay.
Under The Bridge
We’ve resolved an issue where it was possible for NPCs to walk into an area that 47 himself couldn’t reach near the bridge in Dartmoor.
Hold Our Stand
We’ve resolved an issue where Agent 47 and a bodyguard in Dartmoor could both ‘lean’ on the balcony at the same time, in the same place. Now, they’ll need to respect personal space and lean a few metres apart.
Generating Trouble
We’ve resolved an issue where Agent 47 could get stuck near a generator during the Wrath Termination Escalation, meaning that it would be impossible to complete the mission.
Hide In Bush.gif
We’ve resolved an issue where a guard in Dartmoor would try and do his best Homer impression and blend into the wall behind him.
BERLIN
Rule of Threes
We’ve tweaked the conditions of the Rules of Threes challenge in Berlin, which required players to “eliminate three agents from the radio tower with a Sniper Rifle”. Previously, only kills from the top floor would count but that has now been extended to include the floors below too.
Laser Alarm
We’ve resolved an issue where guards could still be alerted by a laser tripwire in Berlin even if it was destroyed by Agent 47. We’ve also resolved a related issue where indestructible laser wires would appear if they were destroyed and then a save/load cycle was performed.
Extra Targets
We’ve made a change to Agents Price and Montgomery in Berlin, so that they continue to be counted as targets (and therefore do not trigger a non-target kill) once the main objective for the campaign mission in Berlin has been completed.
Stuck in the Club
We’ve resolved an issue where Agent 47 could get stuck in a wall near the DJ booth area in Berlin.
Challenged Sniper
We’ve resolved an issue in Berlin where it was possible for Agent 47 to kill himself when using a very specific sniper rifle. We’ve now reworked the situation so that this won’t happen.
CHONGQING

Water Gate
We’ve resolved an issue in Chongqing where some sinks could be a cause of distraction for NPCs a long way away. We’ve added a limit to these distractions to go no further than neighbouring rooms.
Wall H4ckz
We’ve resolved an issue where Agent 47 could be spotted when hiding behind a wall in the Chongqing facility. This was caused by an incorrect setup of how the NPCs can see 47 in the mirror in this room, essentially allowing them to see him in spite of the wall.
Chongqing Crush
We’ve resolved an issue where Agent 47 was able to float in mid-air after opening a manhole in Chongqing. We’ve moved some of the nearby trolley carts to give him more space for his manhole-opening manoeuvres.
Ceiling Falling
We’ve resolved an issue where part of the ceiling was missing inside the restaurant during the Gluttony Gobble (Deluxe Escalation).
MENDOZA

New Mendoza Exit
We’ve added a new exit to Mendoza to accommodate the new Guerrilla Wetsuit that was added in Ambrose Island. The existing ‘wetsuit exit’ and new ‘Guerrilla wetsuit exit’ are both located in the same place, but only one will be visible at any given time, depending on the suit that is worn.
Mendoza Audio Distractions
We’ve overhauled how audio distractions work on Mendoza, essentially bringing the location in line with all others. This was triggered by several reports from players that NPCs in various areas of the level react in unusual ways to audio distractions. It turns out that a specific part of the AI audio setup needed to be updated, which we’ve now done alongside additional setups to windows, balconies and doors etc to make sure everything is as it should be. We expect that the NPC behaviour in Mendoza should now be vastly improved in relation to sound propagation.
New Mendoza Exit (For Real This Time)
We’ve added a (proper) new exit to the Mendoza location, both for the campaign mission and Contracts Mode. The new exit is located near the default starting location and utilises the car Agent 47 arrives in. All disguises can be used and no keys are required to use the exit. However, the car must still be intact (obviously) and this exit cannot be used the very first playthrough of the main mission.

Mendoza Mount
We’ve resolved an issue where Agent 47 could walk on the stair railings between the reception and cinema.
Mendoza Windows
We’ve tweaked the setup of the skylight windows in Mendoza to make them more consistent with expected behaviour.
Hidden Vault
We’ve resolved an issue where it was possible for Agent 47 to vault through(!) a mercenary guard in Mendoza without raising suspicion. Yes, through.
Grape Drown
We’ve resolved an issue where dumping a pacified body into the grape crusher would count as a drowning kill and incorrectly unlock related challenges.
Last Dance
We’ve resolved an issue in Mendoza where using a campaign-specific mission exit in Contracts Mode could cause the game to crash, depending on players actions.
Gilmore Girls
We’ve resolved an issue in Mendoza (Contracts Mode) where two NPCs were both called “Kate Gilmore”. Apologies to the creator of the “Stars Hollow Reunion” contract, because it doesn’t make sense now.
Crushing Blow
We’ve resolved an issue where NPCs could eliminate themselves near the grape crusher, due to a lack of space around them during a certain part of a Mission Story in Mendoza. We’ve removed a nearby table to make this much less likely to occur.

Closed Statement
We’ve resolved an issue where the Closing Statement mission story in Mendoza might offer guidance steps that cannot be completed, depending on the players actions.
Unreachable Prompt
We’ve removed a prompt in Mendoza that was placed outside of the playable space, and looked like an item may have been buried. It wasn’t.
Lost His Head
We’ve resolved an issue where the Head of Security in Mendoza would repeatedly trigger an animation during a very specific, spoiler-filled scenario if Agent 47 ‘bumped’ into him.
Dance Without The Devil
We’ve resolved an issue where 47 would insist on holding his briefcase during an exit cinematic in Mendoza.
Dead Man Talking
We’ve resolved an issue on Mendoza where a Mission Story could be revealed by the Chief Winemaker during a phone conversation with a target, even if that target had already been eliminated. Now, that phone conversation won’t happen if that target is dead, which makes sense.
Low Visibility
We’ve resolved an issue where some crowds and tall foliage in Mendoza were not considered LVAs (limited vision areas), i.e where 47 can hide or blend in.
CARPATHIAN MOUNTAINS

Cabin Fever
We’ve resolved an issue that could cause NPCs to trigger a cinematic, which could prevent Agent 47 from progressing near the start of the campaign mission on the Carpathian Mountains.
Cargo Overflow
We’ve resolved an issue on Carpathian Mountains where an NPC from a long way away would react to Agent 47 overflowing a sink.