Console Patches are now live on Xbox ONE, Xbox 360 and PS4 in North America (Were just waiting for word from Sony about PS4 in Europe)
If the update has not yet appeared in your dashboard the store in your region may need a few moments to refresh.
Patch Notes:
General
Fixed a potential hang on the Sniper Elite 3 logo screen due to corrupted stats in profiles (should hopefully reload the old faulty profile so no progress is lost).(More frequen on Current Gen)
Fixed occasional missing rifle reticules after upgrades
Fixed potential issue with level completion (tagging of officiers) in Siwa when in custom difficulty with no binoculars tagging option.
Bulletcam impact effects are now more reliably synchronised between host and client (so engines don't explode before bullets hit them!).
Penetration no longer slows down the entire path of the bullet, only the bit after the initial impact!
Rifle customisation preserved more reliably.
Headshots to AI now slightly more reliable.
Dead players no longer suffer from so many camera shake and rumble effects.
Fix for a rare crash when searchlights alert other AI.
Fix for a rare crash with halftrack and armoured car destruction.
Added a setting for "Empty Lung Zoom" to allow toggling the additional zoom effect when entering empty lung.
Weapons are less likely to randomly stop working (was already rare, but most prominent in multiplayer)
Improved shooting while flinching.
Discouraged ragdolls from breakdancing.
Don't play killcams on ragdolls.
AI vision slightly improved in difficulties other than Easy (so sub 30m and sprinting players should be seen more easily).
Fix for an animation glitch when mounting a turret.
Aim assist tutorial now hidden if aim assist is disabled.
Multiplayer "time limit reached" and "score limit reached" notifications added at the end of the game.
Weapons balancing : scopes for the Springfield rebalanced, as the MP44 and the MP40, Sten and Thompson ranges rebalanced, and Sten damage increased.
Further improvements to ragdolls to reduce interpenetration with environment.
AIs reloading don't get confused by player attempts at melee killing them (in Sniper Elite and Authentic difficulties).
Firing from hip while moving should now orient the character before firing the weapon rather than firing immediately.
Added the option to disable the aim assist zoom and reticle independently of difficulty setting (the multiplayer aim assist setting will override this, as will Authentic difficulty).
Added latency indicators to the scoreboard in multiplayer.
"Through The Looking Glass" achievement should now always trigger correctly.
Incapacitation on uneven surfaces should be more robust.
Driver killcams made more robust (driver no longer killed when hits are near the view-slot, and killcams are triggered more reliably when the shot does hit the view-slot).
Tweaked dialogue audio settings to improve spatialisation.
Airfield's rescued prisoners should no longer pose awkwardly.
Melee kills on AI should always result in ragdolls, preventing the occasional "dead but still-standing and unsearchable" situation.
Relax the tests for placement of trip mines on stairs.
AI no longer propagates knowledge during a bulletcam preventing the occasional alert when you kill someone.
The effect of bushes on the player's visibility to AI is no longer applied permanently.
Fix the aspect ratio of the Trench Gun icon in the radial menu.
Various localisation issues fixed.
Co-op
Co-op: Cancelling body searches no longer slides the player on the other machine.
Co-op: Fixed music on client machine to correctly trigger based on AI state.
Co-op: When host changes level whilst in the briefing screen, client's collectible information updates to match.
Co-op: Potential desync due to bulletcams (bullet cams are now sychronised where they're supposed to play for both, and we prevent weapons firing multiple times for the non-bulletcam-viewing player in non synchronised cases).
Co-op: Fixed potential desync when getting on turrets.
Co-op: SVT-40 should no longer cause rare desyncs.
Co-op: Fixed clients being able to kill the host player in co-op if a killcam was triggered, causing a rare desync where the host player would only be dead on only one machine. This is now prevented.
Co-op: Campaign co-op collectable data at end-of-mission now shows the level just finished, rather than the next level in the campaign!
Co-op: Bleedout countdown notifications should now display correctly for both players in co-op (when difficulty setting allows).
Multiplayer
Multiplayer: Fixed rare desync due to bulletcams in multiplayer (where the target can survive on every machine except the one of the person firing the shot).
Multiplayer: Bulletcams are no longer prevented by nearby dead bodies.
Multiplayer "time limit reached" and "score limit reached" notifications added at the end of the game.
Multiplayer: Fix an instance of player invulnerability in multiplayer matches after respawning.
Multiplayer: Join-in-progress now takes the player to the lobby to allow character and loadout selection rather than pulling them directly in to game.
Multiplayer: Fixed missing bodies on some characters (Vahlen and German officer) in team matches.(nextgen only)
DLC
Added achievement support for all 3 x upcoming SaveChurchill DLC missions.
Co-operative play now available for both DLC missions ("Hunt The Grey Wolf" and "In Shadows").
DLC character skins now always work in multiplayer, even when the host does not own any DLC.
DLC collectibles/achievements no longer counted against campaign progress.
Total collectable count now reflects currently installed DLC rather than ignoring DLC or counting DLC that isn't installed.
DLC Weapons fixed so mid-level saves using a DLC weapon work nicely.
Attempt to fix the animation issues with DLC weapons (we're continuing to look at this issue, so if you still see problems after the patch, please get in touch with our support team).
Thank you all for your patience and now that the patches are out the way we can start cracking on bringing the Save Churchill missions, FREE multiplayer maps and more to consoles...