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Intravenous 2 News

Version 1.2.0 BETA 23

Hey folks!

This BETA changes a couple of things, and fixes a serious bug (a crash) in the quadtree system, introduced recently in one of the previous betas.

- further fixes and optimizations to the quadtree system

1.2.0 BETA CHANGES
- fixed a UMP chambered in .45 ACP lying next to .40 S&W ammo pickups on Oleander's Objective

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]
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Version 1.2.0 BETA 22

Hey folks!

This BETA patch primarily works on the map editor.

- MP7 made concealable in social stealth levels

MAP EDITOR CHANGES
- added ability to import floors, walls, and objects from other levels:
- must enter the relevant editing mode and press F4
- floor importing overwrites the area it covers
- wall importing adds walls wherever they were placed on the imported level
- object importing is additive (places new objects with object IDs not present in the level and updates existing objects with data/setup found in the imported level object data
- this is mainly useful for cases where there can be 3 variants of the same level and you need to update the floors or walls, or update/add new objects to it

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

Happy New Year!

Hey everyone!

2024 is coming to an end, and I want to take this opportunity to thank everyone that has played Intravenous 2.
Thank you so much for all your feedback, bug reports, and I hope that you've had fun playing the game. It has been awesome watching the response to the game.
We've almost hit 1,500 reviews in less than 5 months since the game's release, which is a crazy number, as it took the first game two years to reach that same review count!

Intravenous 2 to me is very important as a project. Not only is it a continuation of the first game, which I had a ton of fun making, but it is primarily a way to both immortalize and mourn my father, who sadly passed away on June 1st, 2023. The story in the game is a metaphor for the feelings I was going through when he was deathly ill in August of 2021. Both games would not exist if not for him, as he always believed in me, even when I was at my lowest. I was hoping I could finish the game and show it to him while he was still here with us, but alas, life had different plans.

As such, I tried my best to make Intravenous 2 as good as I could.

Intravenous 1, by comparison, was fueled by love for the stealth/action genre, and was my first attempt at making a game of this scale. The story was not meant to be anything significant or profound - I just needed to justify the style of the gameplay, and weaved the story around it. The game was made on a tiny budget and I had spent almost all my savings on it.

I avoid political and social messaging in my projects, as I believe games should first and foremost be a way for developers to express their creativity, their love for this medium, and, most importantly, to make a fun game for everyone to enjoy.

With that in mind, I had drawn from two types of love when making Intravenous 2 - my love for immersive sim and stealth/action games, and my love and appreciation for my father. I hope the result has been to your satisfaction.

Going into 2025 you've got two things to look forward to when it comes to Intravenous 2 - the 1.2 update, which brings the Map Editor, Steam Workshop, a ton of fixes and other new things, and the IV1 Remaster DLC - something that people that have played the second game, but not the first, will definitely appreciate, I believe.

Thank you all for reading, and I hope you've had a wonderful year.
Take the time to call your family, and tell them how much you love them if they're still around - they love you more than you can imagine.

Sincerely,
Roman Glebenkov

Version 1.2.0 BETA 21

Hey folks!

This patch fixes several issues and optimizes the game a bit on the CPU side.

- fixed two keycards having an incorrect ID to a door that did not use said keycards on "Pablo's Hideout"
- fixed a keycard door that did not have a keycard ID assigned to it on "Pablo's Hideout"
- fixed a spot where the player could get stuck in on "Butchery"
- fixed goons being capable of receiving the cutscene-specific MK23 when "Weapon Randomization" is set to "Ridiculous" in the custom difficulty setup (regression introduced in BETA 19)
- optimized the quadtree system, which boosts CPU performance by up to 8% (your mileage may vary!)

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 20

Hey folks!

This patch fixes various issues recently reported by community members, and improves NPC spawner functionality.

- fixed certain objects (like bullets) being re-created multiple times after a reset to last save, under the correct circumstances
- fixed missing line of dialogue on Oleander's Objective
- applied a retroactive fix to savefiles where the player was carrying a non-unconscious/non-dead body
- NPC triggers will no longer spawn NPCs as long as the spawner itself is visible to the player

MAP EDITOR CHANGES
- NPC spawn triggers and NPC spawn trigger scripts will now spawn as many NPCs as possible, according to the setup of the npc_spawn class objects

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