1. Intravenous 2
  2. News

Intravenous 2 News

Version 1.0.5

Important for Intel 13th and 14th generation owners
Please be informed that there are increasing cases of Intel 13th and 14th CPUs being defective. Defective CPU samples are unstable and Intravenous 2 is very sensitive to CPU instability.

Due to this the game might crash with CPUs of these generations for no good reason. Unfortunately, I am unable to do anything about this. Owners of Intel 13th and 14th generation processors can work around this by reducing the processor's clockrate (generally called "ratio" in intel software) to avoid these crashes. Please find a guide on how to do this if you are experiencing issues.


Hey folks! Here comes yet another round of various fixes.

- fixed crashes caused by flare gun projectiles and flashbangs under certain circumstances
- fixed a potential crash when enemies would call in reinforcements
- fixed a potential crash when the objective intended to be marked on the HUD was not on the level anywhere
- fixed unloading the VP9 in "Prologue. Steve's place" considering the objective to pick up the pistol as finished
- fixed incorrect task text in epilogue in one of the endings
- updated LuaJIT to latest github version
- russian localization tweaks

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 1.0.4

Important for Intel 13th and 14th generation owners
Please be informed that there are increasing cases of Intel 13th and 14th CPUs being defective. Defective CPU samples are unstable and Intravenous 2 is very sensitive to CPU instability.

Due to this the game might crash with CPUs of these generations for no good reason. Unfortunately, I am unable to do anything about this. Owners of Intel 13th and 14th generation processors can work around this by reducing the processor's clockrate (generally called "ratio" in intel software) to avoid these crashes. Please find a guide on how to do this if you are experiencing issues.


Hey folks!

This patch fixes various other issues - from progression, to softlocks, to various bugs.

- Mini-Uzi made concealable in social stealth levels
- playthroughs started though the "Load map" menu will now be considered full playthroughs if the campaign was started on the first level in the list - if you have previously completed the game, but seemingly didn't unlock anything, try loading the last savefile (epilogue) from that playthrough, and finish the game - you ought to unlock everything now!
- fixed cases where starting New Game+ would not grant weapon mod blueprints that the player found in his previous playthroughs
- fixed Sean receiving Learning Capacity, instead of Steve, after finishing "Pablo's Hideout"
- fixed incorrect spelling in one of the first narration sequences
- fixed tranquilizer/gas leaving goons stuck in the "dizzy" state indefinitely, when following a certain order of actions
- fixed a softlock that could occur in the prologue if the player drank soda while going towards Sean's apartment door
- fixed problems with the player state when conditions for the objective are met, while the player is in a vent shaft or a closet, and the finished objective leads to a cutscene
- fixed a typo in one of the first narration sequences in the english localization
- russian localization tweaks
- preventing level restarts on Hideout now, to avoid various progression-related issues
- the game will now start in fullscreen mode, instead of windowed, on first game launch

1.4.0 HOTFIX #1

- fixed a crash caused by gas and tranquilizer darts

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 1.0.3

Hey folks!

This patch fixes a couple more issues reported today.

- the "Load map" menu is now disabled until the player has completed the game at least once, to prevent players from mistakenly beginning a playthrough through that menu, finishing the game, and then being confused as to why they didn't unlock certain completion achievements, and didn't receive New Game+
- fixed incorrect alpha value on flashes
- fixed flare gun projectiles having a visible projectile
- fixed impossible to grab ammo next to Auto 5 in "Gang Hideout" (fix applies when starting the level again)
- fixed a crash that could have occured when an enemy that was following someone would notice the player under certain circumstances

Please be informed that many Intel 13th and 14th CPUs are defective, and the game might crash with CPUs from those generations for no good reason. I am unable to do anything about this.

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

Patch 1.0.2

Hey folks!

This patch fixes some more issues reported today.

- fixed a crash related to the actor tile occupancy grid
- fixed pedestrian NPCs sometimes being invisible
- fixed pedestrians counting as enemies for achievements involving kills by fire and gas grenade knockouts
- fixed bad savegame validity evaluation (regression introduced in the previous patch) - now savefiles will properly be evaluated as correct/incorrect
- the "Make noise" action will now take ambient noise level into account, but will not exceed it if it is too high
- reorganized tables in one of the offices in "Gang Hideout" to prevent cases of enemies getting stuck in world geometry
- empty magazines made concealable

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

What's next? #1

Hey folks!

Intravenous 2 has been released, but that doesn't mean work on it has finished.
In this post I will talk about the upcoming content for version 1.1.

Features marked as "(IN CONSIDERATION)" are not yet a 100% guarantee of being added to the game, and are preliminary considerations as potential features.

[h2]Planned content for version 1.1[/h2]


[h3]BASE GAME[/h3]


Ammo types:
  • Beanbag rounds for shotguns - for loud, non-lethal playthroughs. Or when you want to have a non-lethal primary.
  • Rubber bullets for all other firearms (IN CONSIDERATION) - same as beanbag rounds, but can be used in fully automatic weapons and the like.


Weapon modifications:
  • 10MM Auto caliber conversion for MP5 - something that I thought would be cool to have in the game, as a way of having another 10MM full-auto weapon. This might lead to more caliber conversion weapon mods, so stay tuned!


Gameplay mutators:
  • Volatile Weapons - starting a mission with some kind of weapon and not exfiltrating with it in your possession will remove it from your owned weapons list, which means you'll have to re-purchase it.
  • Fog of War (IN CONSIDERATION) - the player will only be able to see what he is physically able to see, with enemies that are out-of-sight being obscured.


Miscellaneous
  • Object interaction scheme from Intravenous 1 - something people have asked for a return of, and I'll be happy to oblige.


[h3]SUPPORTER PACK[/h3]

  • 9MM caliber conversion for Vector 10MM - some people have asked for the possibility to have this weapon chambered in 9MM, and your wish is my command!
  • new weapons - in the consideration list are: DP-12, P90, Five-seveN, and M1911. Not saying that all of them will make the cut, but these are the weapons I am currently considering, based on how unique/iconic they are.


This list is preliminary, and there may be more additions as development of the update heats up.

This is just the first planned content update for the game, so stay tuned for future updates!
On the to-do list for one of the future big updates is the map editor, and Steam Workshop support.

Remember to report any issues you run into!

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