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Intravenous 2 News

Version 1.4.0 RC10

Hey folks!

This small patch introduces some changes to the map editor and modding, optimizes the game a little, and adds flashlights and radios to NPC reinforcements on levels where it is fitting.
Overall, the update is nearing completion and will be released relatively soon!

'COLLATERAL' CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting

'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting

BASE GAME CHANGES
- fixed animations not correctly returning to idle/walk on P90, Multilauncher, FAMAS when interacting with or taking items

OPTIMIZATIONS
- slightly optimized tilegrid rendering on the CPU side, which should slightly improve performance when panning the camera

MAP EDITOR CHANGES
- can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
- fixed a crash that occurred when using the break_lamp cutscene action on objects that don't support it

RC10.1 CHANGES
(did not receive its own news post


MODDING CHANGES
- the weapons:addModToWeapon(weaponID, headerID, modData) spec has been changed to weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
* the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument

- added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
* all three icons must be provided to set the icons for the given mod to be successfully set
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument

Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.

Remember to report any issues you run into!

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

[h3]Social media[/h3]
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Version 1.4.0 RC9

Hey folks!

This patch further chugs the update along, with more modding-related changes.

BASE GAME CHANGES
- object interaction menu made more transparent
- fixed incorrect layer render order (regression introduced in RC8.3)

MODDING CHANGES
- exposed the following classes/libraries to mod environments: world, items, outlineShader

Remember to report any issues you run into!

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

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

Version 1.4.0 RC8

Hey folks!

This patch tweaks several mod-related things, as per request by the modding community, and fixes a minor bug.

BASE GAME CHANGES
- fixed the closest enemy indicator pointing to non-objective NPCs

MODDING CHANGES
- exposed the following classes/libraries to mod environments: joystickHandler, blastWaveEffect, talkText, statusEffects, difficulty, customDifficulty, armor, radioController
- improved game startup times when a lot of weapon mods that call :setupModCategoryMap() are installed
- each weapon now stores a duplicate of the selectableMods variable

- added method to easily add new weapon mods to existing weapons - weapons:addModToWeapon(weaponID, headerID, modData):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* returns true on success, false on failure
* skips adding duplicate weapon mods

Remember to report any issues you run into!

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

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

Version 1.4.0 RC6.4

Hey folks!

This small patch fixes a regression introduced in version RC6.2 which caused the game to crash when alerting pedestrians via gunfire or some other loud noise. I apologize for the inconvenience.

RC7 CHANGES
OPTIMIZATIONS
- minor CPU optimizations

BASE GAME CHANGES
- the currently-active music playlist on a given level is now stored as a string, rather than numeric ID, which fixes issues such as incorrect music playing on old savefiles when installing and uninstalling various level mods which come with custom soundtracks

Remember to report any issues you run into!

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

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

Version 1.3.20

Hey folks!

This patch fixes a crash that occurred on game start-up when a very large amount of mods were installed.

- fixed a crash caused by too many Lua files being loaded at the mod loading stage

The same fix has been pushed to the version140 BETA under the version number of RC6.3.

Remember to report any issues you run into!

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

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