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Agent 47, consummate professional that he is (here’s a video of him kicking a toilet onto someone’s head), is always looking to improve. In his line of work, staying alive is a secondary objective right behind efficient killing. Now he’s a bit better at both of those.

Hitmandeveloper IO Interactive has just rolled outupdate 1.12.1, and its main purpose is seemingly to make things just a little easier for 47. Combat has been tweaked to slow the fire rate of enemy pistols, reduce damage taken at mid- to long-range distances, speed up the lock-on animation with aim assist enabled, and increase rate of health regeneration.

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However, these changes don’t alter the Professional difficulty, which is available much sooner as of today. Now, Mastery level 5 is required to unlock a level’s Professional mode. Before, it was level 20. Here’s where amateurs can find out how tough it is to be an elite assassin.

Otherwise, this patch is mostly full of fixes to makeHitmana better game (improved loading times on Xbox One is probably the most notable of them). It’s just in time for Season One’sfinal elusive target contractthat releases tomorrow. Here’s the full list of update notes, as outlined by IO:

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Xbox One Loading Times

We’ve looked into this and now have the Xbox One loading times back to where they should be. Thanks to our Xbox One players who reported this.

Combat Changes

Specifically, we have reduced the fire rate of NPC pistols, slightly increased how quickly 47 can ‘snap’ to the target NPC when ‘aim assist’ is toggled on, reduced the damage that 47 takes at mid to long distances and increased the speed that 47’s health regenerates. We are continuing to monitor and adjust these values based on our own impressions and we’re looking forward to feedback from our players when these changes go live. Please note that Professional Difficulty is not affected by these changes and still offers the ‘Lethal Combat’ that was promised.

Backstory: With an earlier update on June 23rd, the first iteration of our internal combat changes was unintentionally released. That first iteration simply reduced the damage output of NPC weapons and resulted in what some of our community have lovingly described as ‘Tank 47’. The changes that we mention above (and will introduce with 1.12.1) are based on the combat values before the June 23rd update. This is important to mention because we want to be clear that we haven’t made 47 more of a tank. Instead, we’ve looked at the combat experience that we’ve had in the game since launch and made the above changes to the long-standing values.

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