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  3. Version 1.2.0 BETA 25 & All Changes so Far

Version 1.2.0 BETA 25 & All Changes so Far

Hey folks!

This patch fixes a crash and adjusts AI body detection speed.

1.2.0 BETA 25

- decreased body detection speed by half
- fixed a very rare crash that could've occurred when a door the player was trying to open would break on the same frame

Aside from that, I'd like to list all the changes in version 1.2.0 so far.
The update is getting far bigger than I expected, with a lot of various fixes, improvements, and additions.
Keep in mind, the 1.2.0 update is still in the public beta stage, so the changelog for it will keep getting bigger until it is formally released.

All the 1.2.0 changes so far


- enabled the Map Editor:
- same tool like in Intravenous 1, with various improvements

- added Steam Workshop support:
- the game supports loading Workshop mods on both version 1.1.5 and the 1.2.0 BETA, however it is recommended to switch to the 1.2.0 BETA if you intend to play with mods, as 1.2.0 has several changes related to mods, that have not yet been implemented into 1.1.5

- added the UMP to the base game:
- chambered in .40 S&W, can be caliber-converted to 9x19MM and .45 ACP
- RPM of 600

- added the MAC-10 to the base game:
- chambered in .45 ACP, can be caliber-converted to 9x19MM
- RPM of 1,090 (1,300 when 9x19MM)
- hard to control during continuous full-auto fire
- concealable on social stealth levels

- added FAMAS G2 to the base game:
- chambered in 5.56x45MM
- RPM of 1,100
- hard to control during continuous full-auto fire

- weapon handling improvements:
- weapon skills now influence the weapon's controllability - previously they influenced only the increase in spread from shooting, now they also influence the rate at which weapon spread increases during prolonged continuous fire
- fixed incorrect weapon controllability values applied to enemies - they had it easier than the player
- fixed incorrect weapon controllability values being used by the player - certain weapons are now harder to control during continuous fire, and weapon mods that influenced the "controllability" stat did not actually influence anything for the player - more emphasis on recoil-reducing weapon mods has been placed
- fixed incorrect accuracy on Mini-UZI - it was far too accurate

- weapon changes:
- added 4X scope to the Model 700
- added missing Match Barrel weapon mod for AR15, G36C
- MP7 made concealable in social stealth levels
- increased the amount of experience given when firing and reloading weapons

- optimizations:
- light effects - the Nightclub level should now use considerably less GPU and CPU power
- smoke detectors - levels with smoke detectors will now run better when there is fire on the level (fewer potential stutters and less FPS drop once there is at least one flamelet on the level)
- optimized the quadtree system, which boosts CPU performance by up to 12% (your mileage may vary!)

- finishing a level with a weapon that has mods installed on it will now attempt to unlock the weapon mods that were installed on it:
- universal mods (i.e. mods that are unlocked once for an entire category of weapons) will not be unlocked
- weapon-specific mods will be unlocked (e.g. foregrip for the AR15 when exfiltrating with an AR15 with a foregrip)
- updated enemies and weapons found in levels throughout the Intravenous 2 campaign to have weapon mods on them (this makes the later-game levels a bit more difficult in terms of combat, as weapon mods improve weapon handling for the NPCs just like it does for the player)

- added the ability to control the line-of-sight indicator in "Controls" tab of the options menu:
- regular - the LOS indicator behaves as usual
- limited - the LOS indicator is only visible when aiming or there is an obstacle between you and your point of aim
- minimal - the LOS indicator appears only when aiming or using a weapon with a laser pointer

- added the new weapons to various levels in the Intravenous 2 campaign
- added a silhouette effect for the player when he is in a dark area, to ensure better awareness of the player's position in near-pitch-black darkness areas
- savefiles will now have a campaign name prefix to them to better differentiate between different campaigns and to prevent savefile overwrites if a level name matches with another level from another campaign
- the "unload nearby weapons" action will now first unload weapons that match the caliber of the currently equipped weapon
- Fog of War now slightly decreases the brightness of out of view areas, to better contrast visible VS out-of-sight areas
- adjusted color of the laser pointer to be more visible and easier to distinguish from the line-of-sight color when it's turned off
- NPC triggers will no longer spawn NPCs as long as the spawner itself is visible to the player
- decreased body detection speed by half
- holding two movement keys of the same axis (UP + DOWN or LEFT + RIGHT) now cancels out movement in that direction
- updated various Intravenous 2 campaign level enemies by adding weapon mods to the weapons they use
- missing pedestrians will no longer be noticed by goons - this also fixes pedestrians in residence buildings on "Apartment Alleyways" being noticed as 'missing', even though the police has no reason to suspect anything foul happening inside the apartments (the game already has systems for making goons notice that pedestrians have left, and this additional system added unnecessary load on the CPU)
- fixed tiles under chainlink fence walls not being darker on levels with rain
- fixed incorrect text formatting on bandages for the restored health amount
- fixed incorrect barrel attachment requirements on the Glock-18
- fixed incorrect gunfire sound pitch variance settings on MP5, MP7, Multilauncher, P89, P320, Model 700, Saiga-12K, Sawed-off, SF19, S&W457S, Tranquilizer Rifle, MK23, VP9
- fixed incorrect sound pitch variance on shell casings
- fixed the "Hand-to-hand" skill not influencing anything
- fixed a crash that could occur in the AI combat state
- fixed incorrect scaling of the credits background art
- fixed the Fog of War mutator not working correctly when shadow quality is below "Normal"
- fixed Fog of War ceasing to function correctly when changing shadow quality while in-game
- fixed goons not turning themselves to face their intended angle if they have no patrol route and are on their starting point, right after talking to another NPC
- fixed incorrect texture used for .40 S&W Match ammo type
- fixed Tazer Mines glitching out the render color of objects that are drawn after it
- fixed not being able to throw more than one Tazer Mine under certain circumstances
- fixed triggering an already triggered Tazer Mine after loading into a savefile causing it to emit a dud flash
- fixed issues with NPC-equipped weapons that have caliber conversion mods, and weapons dropped on the floor that were given caliber conversion mods
- fixed several memory leaks related to the GUI and the spriteBatchController libraries when reusing GUI elements, which were most evident in the map editor
- fixed the player visual changing when closing the skill menu on certain story levels
- fixed goons using non-suppressed pistol animations when using suppressed weapons
- fixed certain objects (like bullets) being re-created multiple times after a reset to last save, under the correct circumstances
- fixed being able to get behind an invisible wall on "Industrial Front"
- fixed incorrect render depth of some decor objects on "Prologue. Empathetic's Restaurant"
- fixed a spot where the player could get stuck in on "Oleander's Objective"
- fixed being able to softlock yourself in "Epilogue. Ground Floor"
- fixed missing line of dialogue on "Oleander's Objective"
- fixed two keycard having an incorrect ID to a door that did not use said keycard on "Pablo's Hideout"
- fixed two keycards having an incorrect ID to a door that did not use said keycards on "Pablo's Hideout"
- fixed a spot where the player could get stuck in on "Butchery"
- fixed pistol reloads giving too much experience in the Short Gun Reload skill
- fixed goons sometimes not noticing dead/unconscious bodies in the right circumstances (technical: they would mark bodies as "seen", even though they couldn't have seen them, and not react to the bodies)
- fixed goons detecting bodies too fast in certain circumstances
- fixed a very rare crash that could have occurred when goons would fire their weapons
- fixed a very rare crash that could've occurred when a door the player was trying to open would break on the same frame
- applied a retroactive fix to savefiles where the player was carrying a non-unconscious/non-dead body

You can check out the upcoming 1.2.0 update by opting into the "mapeditor" BETA branch of the game at any time. Please keep in mind that savefiles made with new content will not work on the current stable 1.1.5 version of the game, and will crash when trying to load into savefiles with content that isn't available on the older version of the game.
Remember to report any issues you run into on the 1.2.0 BETA branch here and to the regular bug report thread if you're not playing on the 1.2.0 BETA branch.

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

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