1. Intravenous 2: Mercenarism
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  3. Update 1.3.0 - more improvements!

Update 1.3.0 - more improvements!

Hey folks!

This patch fixes various issues, improves various aspects of the game, and integrates new sounds.

[h2]Visuals & performance[/h2]
- various minor optimizations
- rain made more opaque
- fixed bad Model 700 active icon

[h2]Gameplay[/h2]
- object interaction has been changed to not use the mousewheel:
- the interaction key (default: E) confirms the selected action, like before
- the secondary interaction key (default: Q) cycles through the interactable objects and options
- the tertiary interaction key (default: V) (now called "cycle interaction back") cycles back through the interactable objects and options
- the mouse wheel is no longer used for cycling through objects

- goons now die if kicked while on fire
- changed how goons evaluate where to stare while taking cover
- mousewheel can now be assigned to actions and is no longer exclusively reserved for adjusting the movement speed
- added two new bindable actions: increase movement speed and decrease movement speed
- kicks now make more noise
- painkillers now selectable only on difficulties which influence the player's movement speed based on his health
- added subsonic ammo descriptor to regular .45 ACP ammo
- armor damage multipliers reworked to be more consistent (mostly under the hood changes, minimal effect on gameplay)
- armor penetration reduced from 8 to 7 on AR15 and G36C
- gas grenades now spread gas 5 times (was 6)
- the penetration stat display now displays the exact damage reduction by each armor vest when hovered over

[h2]Audio[/h2]
- updated fire sound for the MP7
- updated suppressed fire sounds for the Desert Eagle, AR15
- bullets that ricochet now make sounds
- new sounds for bullet impacts

[h2]Fixes[/h2]
- fixed a crash that could've occured while in combat
- fixed volume scaling on environmental sounds
- fixed goons being too unresponsive to gunfire in certain states
- fixed carried body sprite being below the player in terms of visual height
- fixed incorrect gesture handling on actors during dialogue
- fixed incorrect blendmode on rain
- fixed Mini UZI not returning to the idle animation after taking something
- fixed carried key displays fading out (for real this time)
- fixed incorrect music playback in certain cases
- fixed being able to gain experience in Hand-to-Hand skill by kicking doors
- fixed garage doors animating when they shouldn't, resulting in bugged visuals (door is closed, but is actually open, or vice versa)
- fixed some cases where the aim line would show up when it shouldn't
- fixed suppressed non-pistol weapons setting visibility to near max when firing
- fixed actors not remarking on having just searched for the player
- fixed animation offsets for several pistols
- fixed some sounds not scaling with the volume setting
- fixed excessive reactions to broken lights
- fixed several problems with saving/loading weapon mod configs
- fixed certain issues with goons failing to pathfind properly when garage doors are involved
- fixed missing Model 700 bolt close sound on non-empty reloads
- fixed several problems with goons looking around, causing other nearby goons to freeze when they shouldn't
- fixed incorrect preset icon rendering
- fixed presets not being shown as "active" when all the selected mods are identical
- can no longer aim with disruptor at dead/unconscious enemies

Don't forget to report any issues you run into either on Steam discussions or by joining the game's Discord community.

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

[h3]Social media[/h3]
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