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Intravenous 2 News

Version 1.2.5

Hey folks!

This patch takes care of a couple of issues in the map editor.

MAP EDITOR CHANGES
- level_switch and level_return class objects now function as intended with maps that do not yet have a map config
- fixed level_switch and level_return functionality not working correctly
- fixed incorrect level load procedure when using level_return class objects to move from level B to level A, when level A was bigger than level B, which made the game crash
- fixed a crash that occurred when an incorrectly setup script_trigger class object would be triggered

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 1.2.4 HOTFIX

Hey folks!

The previous patch 1.2.4 was causing crashes when using tazers and other similar weapons. This has been fixed in 1.2.4HF1.

I'm very sorry for the inconvenience!

Remember to report any issues you run into!

Thanks for reading, hope you're enjoying the game, I rushed to fix an issue I found today and didn't do my due diligence by testing the game more thoroughly.

[h3]Social media[/h3]
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Version 1.2.4

Hey folks!

This patch fixes an oversight on my part.

- fixed weapons fired by the player hitting an enemy not increasing relevant combat skills
- updated LuaJIT to latest github version

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 1.2.3

Hey folks!

This patch fixes various issues, optimizes the game a bit, and tweaks weapon and weapon mod balance.

- NPC reactions to lights being turned on/off now ignored if light sources are turned on/off during cutscenes (primarily done for custom levels that do lightplay during cutscenes)
- optimized the switching of lamps on and off - should help reduce stutters on low-end machines when turning off a lot of lamps (e.g. by flipping a breaker box) in a single action
- the UMP and MAC-10, when chambered in .45 ACP, now receive a slight reduction in shot noise
- the Compensator weapon mod now increases spread reduction by 10% (was 5%), to make it an even more viable upgrade over the Suppressor
- fixed slo-mo not functioning properly if loading a savefile that was created while it was active
- fixed civilians being labeled as goons
- fixed the game saving some playthrough data twice, while writing it once (added a bit of unnecessary load on the CPU)
- fixed being able to duplicate Learning Capacity on custom community-made levels which grant Learning Capacity on level start by restarting the level after loading into it

MAP EDITOR CHANGES
- security cameras now display the minimum and maximum turn angles
- the "Toggle light" cutscene/scene action no longer triggers reactions from NPCs

SUPPORTER PACK CHANGES
- DP-12 shell ejection velocity fixed

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 1.2.2

Hey folks!

This patch fixes a couple of issues recently reported by the community.

- fixed blueprint mods that the player found in a previous playthrough not unlocking on new game+ (to apply the fix, simply load up a savefile from the Epilogue and finish the game!)
- fixed the game losing track of what blueprint mods the player unlocked throughtout the playthrough in certain circumstances
- fixed incorrect scaling of pricetags in the loadout menu on ultrawide and non-standard resolutions

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

[h3]Social media[/h3]
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