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Intravenous 2 News

Version 1.2.0 BETA 14

Hey folks!

This BETA fixes a bunch of issues related to gunplay, adds a new weapon, and further pushes the map editor along.

- added FAMAS G2:
- chambered in 5.56x45MM
- RPM of 1,100
- hard to control during full-auto fire

- added missing Match Barrel weapon mod for AR15, G36C
- fixed incorrect texture used for .40 S&W Match ammo type
- added the new weapons to various levels in the Intravenous 2 campaign
- updated various Intravenous 2 campaign level enemies by adding weapon mods to the weapons they use
- missing pedestrians will no longer be noticed by goons - this also fixes pedestrians in residence buildings on "Apartment Alleyways" being noticed as 'missing', even though the police has no reason to suspect anything foul happening inside the apartments (the game already has systems for making goons notice that pedestrians have left, and this additional system added unnecessary load on the CPU)
- finishing a level with a weapon that has mods installed on it will now attempt to unlock non-universal (single unlock for an entire category of weapons) weapon mods that were installed on it
- fixed Tazer Mines glitching out the render color of objects that are drawn after it
- fixed not being able to throw more than one Tazer Mine under certain circumstances
- fixed triggering an already triggered Tazer Mine after loading into a savefile causing it to emit a dud flash
- fixed incorrect weapon controllability values applied to enemies (they had it easier than the player)
- fixed incorrect weapon controllability values being used by the player (certain weapons are now harder to control during continuous fire, and weapon mods that influenced the "controllability" stat did not actually influence anything for the player - more emphasis on recoil-reducing weapon mods has been placed)
- weapon skills now influence the weapon's controllability (not just the increase in spread from firing)

MAP EDITOR CHANGES
- added ability to modify weapon mods on weapons that goons have
- added description boxes to goon experience level options
- fixed the "persistent" level flag not saving/loading properly
- fixed a crash that occurred when an animation lead to another animation on an NPC class that did not have that animation

Remember to report any issues you run into on the 1.2.0 BETA branch here and to the regular bug report thread if you're not playing on the 1.2.0 BETA branch.

Thanks for reading, hope you're enjoying the game!

[h3]Social media[/h3]
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Version 1.2.0 BETA 13

Hey folks!

This BETA fixes a couple more issues.

- fixed a crash that occurred when starting a new campaign (regression introduced in BETA 12)

MAP EDITOR CHANGES
- fixed a crash that occurred when a pedestrian would escape while in the map editor
- fixed changing the weapon class on dropped_weapon not immediately updating the ammo type used by it

Remember to report any issues you run into on the 1.2.0 BETA branch here and to the regular bug report thread if you're not playing on the 1.2.0 BETA branch.

Thanks for reading, hope you're enjoying the game!

[h3]Social media[/h3]
Twitter Discord community YouTube

Version 1.2.0 BETA 12

Hey folks!

This patch further works on the level editor.

- optimized light effects (the Nightclub level should now use less GPU and CPU power)
- fixed incorrect render depth of some decor objects on "Prologue. Empathetic's Restaurant"

MAP EDITOR CHANGES
- added controls for adjusting the start level money amount
- added controls for defining the starting amount of learning capacity the player has when loading into the level
- added controls for marking a level as "persistent"
- added object descriptions for most object classes
- added the ability to disable listing a level in the level list
- added generic_npc_spawn_trigger script for use in cutscenes and scenes
- adjusted text color on the edit mode instructions to be easier to read
- increased money reward cap for finishing a level to 99999 (was 9999)
- re-enabled placement of non-goon class NPCs (done by holding left shift and pressing F1)
- fixed creating a cutscene or scene switching back to the floor editing mode instantly
- updated instructions for all edit modes

Version 1.2.0 BETA 11

Hey folks!

This BETA further fixes various map editor issues, primarily.

- fixed goons not turning themselves to face their intended angle if they have no patrol route and are on their starting point, right after talking to another NPC

MAP EDITOR CHANGES
- fixed the sprite selection panel not functioning when following a certain order of switching through the object classes (regression introduced in BETA 6)
- fixed incorrect incrementation of vent shaft counts between loadings into the level
- fixed the sprite search textbox keeping the same text across all the classes, and not properly filtering the desired sprite name when switching from class A to class B
- disabled the button which opens the quad selection frame (deprecated)

Remember to report any issues you run into on the 1.2.0 BETA branch here and to the regular bug report thread if you're not playing on the 1.2.0 BETA branch.

Thanks for reading, hope you're enjoying the game!

[h3]Social media[/h3]
Twitter Discord community YouTube

Version 1.2.0 BETA 9

Hey folks!

This patch focuses on fixing various issues reported by the community, both related to the map editor and the base game.

- fixed incorrect scaling of the credits background art
- fixed the Fog of War mutator not working correctly when shadow quality is below "Normal"
- fixed Fog of War ceasing to function correctly when changing shadow quality while in-game
- fixed incorrect player portrait in the IV2 campaign (regression introduced in one of the previous BETA)
- fixed a very rare crash that could have occurred when goons would fire their weapons
- holding two movement keys of the same axis (UP + DOWN or LEFT + RIGHT) now cancels out movement in that direction

MAP EDITOR CHANGES
- fixed being able to set a weapon that NPCs can't use on an NPC spawn point or in a cutscene action, which would cause crashes
- disabled "One-time trigger" controls on cutscene and scene trigger class objects (as cutscenes and scenes are one-time only, anyway)