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Intravenous 2 News

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]
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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]
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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!

Version 1.0.1

Hey folks!

This patch fixes various issues reported by the community since the game launched.

[h2]Version 1.0.1 - fixes[/h2]
- fixed a spot where the player could get stuck on in Mob Corporate Front
- fixed switching to specific weapons while carrying a body allowing you to move at full speed
- fixed bad loading of status effects on enemies, resulting in issues such as enemies not losing consciousness when gassed or tranquilized, then saving, and reloading the savefile after quitting to the main menu
- fixed a crash that could have occured with non-standard gamepads
- fixed a crash that could occur when climbing over tall walls
- fixed a crash that could occur related to enemy states when resetting to last save
- fixed being able to get stuck in one of the toilets in "Pablo's Hideout"
- fixed the HUD not showing if dying when the inventory screen is open, until the player would open the inventory screen again
- fixed one of the keycard pickups not unlocking the last keycard door in "Office Building, Top Floor"
- the game will no longer list or load savefiles from the Steam playtest (8 months ago!), which would cause crashes

Currently my focus is on stabilizing the launch of the game. Soon I'll get back to you guys with what's in store for Intravenous 2!

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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Intravenous 2 is a new top-down shooter with big Splinter Cell energy

Forgive me, but I'm going to sound like an entitled brat for a moment - it's been an unacceptably long time since we got a new Splinter Cell game. Sure, there's apparently a remake of the original in the oven over at Ubisoft, but it's been 11 years since we got any Sam Fisher action. Luckily, there are plenty of stealthy substitutes that can give entitled brats like myself a fix, and the latest, Intravenous 2, gives the formula a top-down twist.


Read the rest of the story...


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