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Intravenous 2 News

Version 1.1.3

Hey folks!

This patch fixes a crash introduced in the previous update (1.1.2) and fixed an issue with .45 ACP weapons not being considered subsonic when attaching a suppressor.
Apologies for the inconvenience!

- fixed a crash that occured when trying to modify weapons which have no ammo types to select (regression introduced in version 1.1.2)
- fixed .45 ACP firearms not being considered subsonic if using regular ammo

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 1.1.2

Hey folks!

This patch fixes several bugs recently reported by the community, along with a bug that plagued all levels, that I didn't notice until I started working on version 1.2.

- fixed an unclimbable window on Theo's Police Precinct
- fixed the game not counting in the carried ammo bonus in the weapon loadout menu if the player previously selected the plate carrier or plate + kevlar and re-entered the loadout menu
- fixed incorrect sky light color on all levels
- fixed a crash that occured when an enemy with no weapon managed to enter the combat state
- fixed a bug in the loadout selection menu showing incorrect values (such as shot noise) when following certain steps when installing a caliber conversion weapon mod
- fixed incorrect weapon stat display in the loadout menu when switching between a weapon with a caliber conversion equipped and another weapon, and then back to the caliber converted weapon

1,000+ Steam Reviews!

Hey everyone!

It's been just over two months since the release of Intravenous 2, and we've already hit 1,000 reviews here on Steam!
This is huge to me, as Intravenous 1 managed to get 1,000 reviews only 11 months after release!
I'd like to thank everyone that has left a review - I read most of them, and a lot of them are very helpful in finding faults with the game that need fixing.
Recently I've noticed more and more people with over 30 hours on record leave reviews, and seeing someone get this much fun out of the game is incredibly heart-warming to me.

You might be interested in news regarding the upcoming update 1.2. The only thing I can really say is that work is ramping up on it. Unfortunately that's about as much as I can say about it for now. Don't worry, there will be more news, along with a level editor/Steam Workshop BETA for you to try out - most likely in the first half of November!

I've underestimated the amount of rest I needed to get over my burnout, so I spent more time taking a break, as the breakneck pace of the game's development in it's last 12 months leading to release, the post-launch support, and the food poisoning I mentioned in the previous post sucked so much energy out of me, that I just didn't want to do anything at all. I needed a break, and the food poisoning was the straw that broke the camel's back.

With that said, I would like to extend a big, big thanks to everyone that has left a review once more. You guys rock.
Thanks so much for sharing your thoughts and feedback on the game. I am very happy to see so many people get so much fun out of the game.

Sincerely,
Roman Glebenkov

Version 1.1.1

Hey folks!

This patch fixes a number of issues, all reported by the community. Big thanks to everyone that has reported issues fixed in this update!

- fixed another case of the "enemies react, but do not move" bug - this should be the last fix for this issue!
- fixed garage doors being see-through at the edges in certain cases, resulting in enemies spotting you through garage doors
- fixed incorrect height and render depth on a decor object in the 3rd side mission
- fixed incorrect muzzleflash positioning on Remington 870, Auto-5, M1014, Remington 700, Vector 10MM
- fixed a breaker box on the 3rd side mission not controlling one of the lights in the building
- fixed an unclimbable window on Theo's Police Precinct
- fixed two unclimbable windows on Decrepit Industrial Area
- fixed a spot on Theo's Police Precinct where a door collided with world geometry and looked weird
- fixed the match barrel attachment for P320 having an incorrect idle icon sprite
- fixed more cases of follower AI not being capable of moving towards the player while close to an object, despite having a clear line of sight towards the player
- fixed incorrect climb point setup, which allowed followers to climb through windows with just one window tile broken
- fixed caliber conversion weapons dropping the selected ammo type when entering the weapon modding menu a second time
- fixed being unable to select weapon presets where mods are identical, but ammo types are different, and also fixed the UI in the same cases
- fixed the "Manage presets" button being available for weapons that only had ammo types to select (sawn-off shotgun, for example)
- fixed armor selected in the loadout menu not persisting between level changes
- adjusted geometry on 3rd side mission to avoid certain cases where the follower AI could not pathfind to the player
- russian localization tweaks

Remember to report any issues you run into!

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

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

HypeTrain Publisher Sale: Huge Discounts, New Reveals, and Updates!

Heya!

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[h3]Pathologic 3[/h3]

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[h3]Class Zero Seven[/h3]

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[h3]Gatekeeper[/h3]
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https://store.steampowered.com/app/2106670/Gatekeeper/

[h3]Intravenous 2[/h3]
The first major update for the game adds 4 new weapons to the Supporter Pack DLC, the Fog of War gameplay mutator to the base game, fixes the infamous "enemies react to everything, but refuse to move" bug, and improves various aspects of the game.

https://store.steampowered.com/app/2608270/Intravenous_2/

[h3]Quasimorph (Currently in Beta)[/h3]
New locations, new items, new contracts, and new areas to explore. But also... New enemies: both regular and quasimorphic. New factions fighting for dominance in the Solar System and three new Bramfaturas! Plus, added difficulty settings, barter improvements, and the ability to choose sides in any conflict.

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___

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