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Intravenous 2 News

Version 1.2.0 BETA 15 - all the changes so far

Hey folks!

This patch further takes care of various issues related to the new additions.

- added .45 ACP caliber conversion mod for UMP
- 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
- fixed FAMAS G2 muzzle position and mag drop position
- fixed incorrect accuracy on Mini-UZI and MAC-10 (they were far too accurate)
- fixed issues with NPC-equipped weapons that have caliber conversion mods, and weapons dropped on the floor that were given caliber conversion mods

[h2]All the changes so far[/h2]
Below is the changelog so far - it is getting quite long, so if you're interested in a quick recap of all the changes so far in version 1.2.0 - here it is:

- enabled the Map Editor:
- same tool like in Intravenous 2, with various improvements
- this is still a BETA, so there will definitely be bugs/crashes/etc. in the map editor. Please report any issues you run into on the game's Discord server or in the Steam Discussions thread.
- if you intend to make levels on the BETA branch, my advice is to SAVE OFTEN! it's no fun to make progress, only to run into some kind of crash or game hang, and lose all your progress

- 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
- RPM of 600
- can be caliber-converted to 9x19MM and .45 ACP

- added the MAC-10 to the base game:
- chambered in .45 ACP
- RPM of 1,090
- hard to control during continuous full-auto fire
- concealable on social stealth levels

- added FAMAS G2:
- 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
- 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)

- added missing Match Barrel weapon mod for AR15, G36C
- 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
- 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
- optimized 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)
- 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
- optimized light effects (the Nightclub level should now use considerably less GPU and CPU power)
- 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
- 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, R700, Saiga-12K, Sawed-off, SF19, S&W457S, Tranquilizer Rifle, MK23, VP9
- fixed incorrect sound pitch variance on shell casings
- fixed being able to get behind an invisible wall on Industrial Front
- 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 not 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 render depth of some decor objects on "Prologue. Empathetic's Restaurant"
- 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

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!

[h3]Social media[/h3]
Twitter Discord community YouTube

Intravenous 1 Remaster DLC Coming Soon

Hey folks!

I'm excited to announce the plans I have in store for Intravenous 2 for 2025!

Starting today, you can wishlist the DLC page to be among the first to experience it when it launches on March 3rd.

https://store.steampowered.com/app/3391540/Intravenous_2_IV1_Remaster

The goal of this DLC is to revisit the Intravenous 1 campaign and improve it in all aspects: update the levels & soundtrack, adapt the gameplay to the game design of Intravenous 2, incorporate new gadgets and the weapon modification system.

New players will be able to explore the series' legacy with updated gameplay, while those already familiar with the original game can relive the experience with new features, redesigned levels, and new weapons.

[previewyoutube]https://youtu.be/aUVEeUUpITU[/previewyoutube]

Additionally, the release of update 1.2, which adds the Map Editor & Steam Workshop support, new weapons, and further improves the game in various aspects is currently in a public BETA (to try it out, simply opt into the "mapeditor" BETA!), and is planned for February.

So, at the start of next year, you can expect two major content updates:
  1. February - Free 1.2 Update: Steam Workshop, Level Editor, UMP, MAC-10, FAMAS G2 and more
  2. March 3rd - Intravenous 1 Campaign Remaster DLC

https://store.steampowered.com/app/3391540/Intravenous_2_IV1_Remaster
Thanks for reading, hope you're having fun with the game!

[h3]Social Media[/h3]
Twitter Discord community YouTube






Version 1.2.0 BETA 14

Hey folks!

This BETA fixes a bunch of issues related to gunplay, adds a new weapon, and further pushes the map editor along.

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

- added missing Match Barrel weapon mod for AR15, G36C
- fixed incorrect texture used for .40 S&W Match ammo type
- added the new weapons to various levels in the Intravenous 2 campaign
- 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)
- finishing a level with a weapon that has mods installed on it will now attempt to unlock non-universal (single unlock for an entire category of weapons) weapon mods that were installed on it
- 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 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)
- weapon skills now influence the weapon's controllability (not just the increase in spread from firing)

MAP EDITOR CHANGES
- added ability to modify weapon mods on weapons that goons have
- added description boxes to goon experience level options
- fixed the "persistent" level flag not saving/loading properly
- fixed a crash that occurred when an animation lead to another animation on an NPC class that did not have that animation

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!

[h3]Social media[/h3]
Twitter Discord community YouTube

Version 1.2.0 BETA 13

Hey folks!

This BETA fixes a couple more issues.

- fixed a crash that occurred when starting a new campaign (regression introduced in BETA 12)

MAP EDITOR CHANGES
- fixed a crash that occurred when a pedestrian would escape while in the map editor
- fixed changing the weapon class on dropped_weapon not immediately updating the ammo type used by it

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!

[h3]Social media[/h3]
Twitter Discord community YouTube

Version 1.2.0 BETA 12

Hey folks!

This patch further works on the level editor.

- optimized light effects (the Nightclub level should now use less GPU and CPU power)
- fixed incorrect render depth of some decor objects on "Prologue. Empathetic's Restaurant"

MAP EDITOR CHANGES
- added controls for adjusting the start level money amount
- added controls for defining the starting amount of learning capacity the player has when loading into the level
- added controls for marking a level as "persistent"
- added object descriptions for most object classes
- added the ability to disable listing a level in the level list
- added generic_npc_spawn_trigger script for use in cutscenes and scenes
- adjusted text color on the edit mode instructions to be easier to read
- increased money reward cap for finishing a level to 99999 (was 9999)
- re-enabled placement of non-goon class NPCs (done by holding left shift and pressing F1)
- fixed creating a cutscene or scene switching back to the floor editing mode instantly
- updated instructions for all edit modes