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Intravenous 2 News

Topdown tactical shooter Intravenous 2 now has Steam Workshop support and a map editor

I don't think we've ever written about Intravenous 2, but the topdown shooter has been on my radar since its release last year. It's a blend of tactical stealth and frenetic Hotline Miami spraying, and it just got a major update to add Steam Workshop support and a map editor.


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Version 1.2.0 - Steam Workshop, Map Editor, New Guns, and More!

Hey folks!

Update 1.2.0 is here, and it brings the Map Editor & Steam Workshop support, three new guns to pick from, along with a large amount of additional polish.
Two of the new weapons were made with the idea of having at least one primary weapon of each caliber present in the game that is commonly used by enemies.
Initially I wanted to release this update in February, but I've managed to finish everything in January, and even got more done than I initially set out to!

https://www.youtube.com/watch?v=kfq0ycFVzZE

VERSION 1.2.0

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

[h3]- added Steam Workshop support:[/h3]
  • the community can now make any mods they like - maps, campaigns, new weapons, gadgets - the sky is the limit, but knowledge of the Lua scripting language is required!
  • for more information, as well as an active modding community, please join the game's official Discord community

[h3]- added the UMP to the base game:[/h3]
  • chambered in .40 S&W, can be caliber-converted to 9x19MM and .45 ACP
  • RPM of 600

[h3]- added the MAC-10 to the base game:
[/h3]
  • 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

[h3]added FAMAS G2 to the base game:
[/h3]
  • chambered in 5.56x45MM
  • RPM of 1,100
  • hard to control during continuous full-auto fire

[h3]- weapon handling improvements:
[/h3]
  • 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

[h3]- weapon changes:
[/h3]
  • added 4X scope to the Model 700
  • added missing Match Barrel weapon mod for AR15, G36C
  • MP7 made concealable in social stealth levels
  • fixed incorrect accuracy on Mini-UZI - it was far too accurate
  • bullet muzzle velocity now steadily declines while it's in flight (how much depends on caluber & ammo type)
  • muzzle velocity of all weapons now slightly deviates (most visible on shotguns) per each shot
  • increased the amount of experience given when firing and reloading weapons
  • disabled the crosshair on various weapons where it is irrelevant
  • increased muzzle velocity of the VP9 to 262 M/s (was 211 M/s)

[h3]- optimizations:
[/h3]
  • 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!)
  • slight optimizations to the lighting system on the CPU side

[h3]- 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:
[/h3]
  • 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)

[h3]- added the ability to control the line-of-sight indicator in the "Controls" tab of the options menu:
[/h3]
  • 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

[h3]- slo-mo tweaks:[/h3]
  • - slo-mo now turns on during the use of the inhaler
  • - increased slo-mo duration by 0.35 seconds to compensate

[h3]- other changes & fixes[/h3]
  • 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 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
  • added weapon category filters to the loadout menu
  • new 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 (or grab ammo pickups) 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
  • 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)
  • side missions now provide double experience in skills when performing actions related to them
  • bullets now fade in visually, to avoid cases like bullets being visible inside the firer at the time of firing, in case of very slow projectiles
  • knife kills now make the victim's body fall make noise
  • knife kill duration decreased from 1.5 seconds to 1.1 seconds
  • fixed back kills/chokes a scene participant not alerting anyone, allowing the player to quietly kill scene participants if they weren't looking at each other (i.e. 2 goons discussing some events in the game)
  • 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 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 the max ammo indicator not showing up when trying to unload a weapon the caliber of which we can't carry any more of
  • fixed bandage usage and effectiveness being limited on the Throwback difficulty
  • fixed loading into the "Gang Hideout" side mission from the "Load level" menu leading the player to "Police Precinct" instead of "Road to Police Precinct"
  • fixed light casters with a small radius not properly casting light in certain cases
  • fixed being able to drop a body anywhere by simply going prone
  • fixed enemies opening fire on the player off-screen in certain cases when they shouldn't have
  • fixed incorrect MP5 not playing a bolt pull sound when doing an empty reload
  • fixed certain skills not being influenced by a level's experience gain multiplier
  • fixed prologue levels providing skill experience
  • fixed not being able to interact with breaker boxes if the player was aiming at it while the HSR-EMP was equipped
  • fixed changing a key assigned to a command shown by a key prompt on the UI not updating the displayed key
  • 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
  • fixed a very rare crash that could have occurred when finishing the game and loading into a level
  • fixed a crash that could occur in the AI combat state
  • fixed a redundant gesture in one of the pieces of dialogue during Epilogue
  • applied a retroactive fix to savefiles where the player was carrying a non-unconscious/non-dead body


The beta of 1.2.0 has been publically available for quite some time, and to say that the community was diligent was understatement, which is why I would like to showcase some of the mods the community has made in the update's beta stage!

https://steamcommunity.com/sharedfiles/filedetails/?id=3372884769

https://steamcommunity.com/sharedfiles/filedetails/?id=3391768573

https://steamcommunity.com/sharedfiles/filedetails/?id=3392645502

https://steamcommunity.com/sharedfiles/filedetails/?id=3383071669

And that's that! With update 1.2.0 released, my focus will now shift to running a couple more rounds of polish on the Intravenous 1 Remaster campaign, which you can wishlist here:
https://store.steampowered.com/app/3391540/Intravenous_2_IV1_Remaster/?curator_clanid=44666343

Thanks for reading, I hope you like this update and are having fun with the game!

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

Version 1.2.0 RC2

Hey folks!

This release candidate fixes an issue reported in the map editor, and tweaks the experience gained in side-missions.

- side missions now provide double experience in skills when performing actions related to them

MAP EDITOR CHANGES
- fixed incorrect enemy counter in the "Mark NPCs: how many enemies are alive?" field of the neutralize_enemies and kill_enemies objective tasks

Version 1.2.0 RC1

Hey folks!

This patch further moves the update along.
The BETA denominator has been dropped in favor of RC (Release Candidate). The update is now practically finished, and I am waiting for the localization to be finished before formally releasing it.

- fixed certain skills not being influenced by a level's experience gain multiplier
- fixed a very rare crash that could have occurred when finishing the game and loading into a level
- fixed a redundant gesture in one of the pieces of dialogue during Epilogue

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!

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

Version 1.2.0 BETA 29

Hey folks!

This patch further tweaks the game.

- bullets now fade in visually, to avoid cases like bullets being visible inside the firer at the time of firing, in case of very slow projectiles
- knife kills now make the victim's body fall make noise
- knife kill duration decreased from 1.5 seconds to 1.1 seconds
- back kills/chokes now alert all participants of a scene (i.e. 2 goons discussing some events in the game's universe)

1.2.0 BETA changes
- tweaked velocity drop rates for all calibers

MAP EDITOR CHANGES
- vent_entry class objects will now always show their entry direction

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!

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