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Intravenous 2 News

What's Next? #2

Hey folks!

With update 1.1 released, I took a break from working on the game, as a combination of working on the game like crazy in the last 13 months, coupled with food poisoning, left me with crazy burnout.
Now it's time to get back to work and to share what's next in store for Intravenous 2 with you guys.

Version 1.2 roadmap

With version 1.2, I intend to pack a lot of new features and improvements into a single update. This is unlike with Intravenous 1, where I frequently tried to release updates that would improve the game, rather than make a bunch of changes and release at once.

[h2]Intravenous 1 campaign port[/h2]
While working on Intravenous 2, I would think to myself of how cool it would be to play through the campaign of the first game with all the new features and improvements of the second game. I also saw the same sentiment echoed by various people that liked the first game.

With version 1.2, the campaign port will be released separately, as a cheap DLC. It will feature an updated soundtrack by Xtrullor, updated levels, and dialogue. Basically, I'm going to bring it up to the level of quality of the second game, so it's not just going to be a low-effort port.

[h2]Steam Workshop support[/h2]
The community made lots of cool weapon and level mods for the first game. It's extra replayability for everyone involved, so not adding this before moving on to the next project would be a bad choice.

[h2]Level editor[/h2]
As with the first game, I intend to add level support to the game, so that people can make their own levels and submit it to the workshop for everyone to play.

[h2]More weapons for the Supporter Pack[/h2]
The Supporter Pack at it's core is meant to be the soundtrack. Xtrullor and I have agreed that for every sale of the Supporter Pack, he gets 90% of the revenue share, and I take the 10% only to (eventually) cover the costs of adding new weapons to it.
The weapons provided in the Supporter Pack are balanced as regular weapons that would otherwise be in the game, and are there merely to "sweeten the deal" for those interested in supporting Xtrullor.

With that said, Xtrullor is an extremely talented composer, and I want him to become more successful. That's why I will be adding more weapons to the supporter pack once again, in hopes of giving you guys more reason to support Xtrullor.

[h2]Various other improvements[/h2]
As is always the case, this is just a preliminary list. I have a habit of doing more than I promise, so it's entirely possible, that the update will bring more improvements than listed here.

[h2]Update release estimate[/h2]
The current estimate for the update's release is either February or March of 2025. This will be a big update, so I want to make sure there as few issues with it as possible before rolling it out.

As work on the update starts, I will make the BETA version of it available as soon as possible, with my first priority being the level editor and Workshop support, so that the modders in the community can get on with making their cool content as soon as possible.

The plan is to enable mod support for the BETA version first, and so in order to get the mod content, you will need to opt into it once the BETA branch becomes available.
I will be making a separate news post when the BETA version becomes accessible, so be on the lookout if you're interested in either making mods or playing with them!



Whew, that's it for now. Hope you guys are enjoying the game, and are looking forward to the upcoming content.

Thanks for reading.

Sincerely,
Roman Glebenkov

Version 1.1 - fog of war, new Supporter Pack weapons, and more!

Hey folks!

Version 1.1 is here and is the first major update for Intravenous 2.
It adds 4 new weapons to the Supporter Pack DLC (as promised!), 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://www.youtube.com/watch?v=V_P5O-kZV5E

[h2]Base game changes[/h2]
- added the Fog of War gameplay mutator:
* enemies that are out of view will not be visible

- added the ability to change the difficulty level of the current playthrough in the options menu
* selecting a difficulty lower than what the playthrough was set to will lock you out of the completion achievements for the higher starting difficulty
* not supported if playing on a custom difficulty

- fixed the infamous "enemies refuse to move" bug by rewriting the pathfind queue system:
* this bug mainly plagued systems with low-end/slow CPUs, and could be triggered by restarting the level or resetting while there were many path searches in progress that took a lot of time to compute
* increased the maximum pathfinder worker thread count to 16 (was 8) to improve AI reactivity on levels with a lot of NPCs (for example Nightclub) - players with 6 core 12 thread (and over) setups will benefit from this!

- weapon balance tweaks:
- reduced damage on MK4 (.22 LR), HS2000 (.40 S&W)
- reduced damage on all 9x19MM pistols (P89, P320, Glock-18C)
- reduced damage on all .45 ACP pistols (S&W 457S, MK23)
- decreased damage on MP7
- increased MP7 armor penetration value
- increased damage on Glock-20 (10MM)
- increased damage on G36C
- slightly increased per-shot spread increase for MK23
- (SUPPORTER PACK) increased damage on Vector 10MM, to stay in line with the damage increase for the Glock-20

- added 10MM caliber conversion weapon mod, under the "Magazine" category, for MP5
- returned mouse wheel object interaction as a separate toggle to the options menu
- reduced gas grenade explosion noise level
- slightly increased scale of LBAO at no extra compute cost (technical: added jittering to ray position, for greater scene coverage)
- removed a redundant breaker box on Oleander's Objective
- disallowing level restarts on Office Building, Ground Floor after Office Building, Top Floor has been finished, as doing so causes issues
- fixed muzzleflash positioning on various weapons
- fixed being able to bug out cutscenes using various ways involving killing the NPCs involved in them
- fixed ammo auto grab mutator grabbing ammo through intact windows
- fixed "play again" on Office Building, Top Floor resetting the entry time to night-time
- fixed the "Wetworks" and "Punisher" achievements sometimes not unlocking
- fixed cancelling an object throw leaving the player in the aim mode, when unarmed
- fixed a crash that could occur when coming back from Office Building, Top Floor to Office Building, Ground Floor after making noise right before leaving for the Top Floor level
- fixed a crash that could have occurred when a lot of enemies on security cameras would notify other enemies of the same intruder over the radio
- fixed a crash related to radios that occurred when enemies would get removed
- fixed missing Gideon unconscious animation, resulting in Gideon changing to a different animation variant when knocked out
- fixed one of the breaker boxes on Butchery not controlling one lamp it should've controlled
- fixed the game not building some climb points on levels with followers under certain circumstances, resulting in climbable walls by the player being considered unclimbable by follower AI
- fixed a spot the player could get stuck in on Oleander's Objective
- fixed a spot in Decrepit Industrial Area where the follower could get stuck in
- fixed excessively bright bloom when viewing cameras
- (SUPPORTER PACK) fixed a crash that occurred when an inexperienced goon did a partial reload of the revolver
- added missing NPC reinforcement spawn points to Police Precinct

[h2]Supporter Pack changes[/h2]
- added 4 new weapons:
* Five-seveN - a pistol chambered in 5.7x28MM, with a 20 round magazine.
* M1911 - a pistol chambered in .45 ACP, with a 7 round magazine.
* P90 - a personal defense weapon chambered in 5.7x28MM, with a 50 round magazine.
* DP-12 - a double-barrel shotgun chambered in 12 gauge, with a 14 round magazine.
* all weapons can be modified

- added 9MM caliber conversion weapon mod, under the "Magazine" category, for Vector 10MM

Initially I was hoping to release this update in early September, but life got in the way, so I had to postpone its release till now.
The next major update (version 1.2) will add support for Steam Workshop, the level editor, and more - stay tuned for more information!

I would like to extend a big thanks to everyone that has tried out the version 1.1 BETA, reported issues, and gave their feedback - you've helped make the update better for everyone!

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

Version 1.1 RC1

Hey folks!

This patch fixes two issues and formally attains the "RC1" numbering. If there are no more issues, then update 1.1 will soon formally launch.

VERSION 1.1 RC1:
- fixed a crash related to changing ammo types and the multilauncher
- fixed the MP7 and Mini-Uzi having incorrect muzzleflash offsets

[h2]Things to keep in mind:[/h2]
  • This is a BETA version, meaning there will be issues. Opt-in at your own discretion!
  • Playing on the "version11" BETA, making a savefile with the new weapons, and then switching back to the regular game branch will lead the game to fail to load the savefile. If you play and make savefiles on the "version11" BETA, you are committing to playing those savefiles on the BETA branch, until the update formally releases.


Playing on the non-beta branch? Remember to report any issues you run into!
Playing on the "version11" beta branch? Report any issues you run into here!
Have feedback regarding the upcoming new features? Feel free to share your thoughts here!

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

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

Version 1.1 BETA 9

Hey folks!

I've finally recovered from food poisoning, and am continuing to work on version 1.1.

- added missing NPC reinforcement spawn points to Police Precinct
- fixed one of the breaker boxes on Butchery not controlling one lamp it should've controlled
- fixed the game not building some climb points on levels with followers under certain circumstances, resulting in climbable walls by the player being considered unclimbable by follower AI
- fixed a spot the player could get stuck in on Oleander's Objective
- fixed a spot in Decrepit Industrial Area where the follower could get stuck in
- (SUPPORTER PACK) fixed bad DP12 interaction and item take animations on goons
- (SUPPORTER PACK) fixed a crash that occurred when an inexperienced goon did a partial reload of the revolver

[h2]Things to keep in mind:[/h2]
  • This is a BETA version, meaning there will be issues. Opt-in at your own discretion!
  • Playing on the "version11" BETA, making a savefile with the new weapons, and then switching back to the regular game branch will lead the game to fail to load the savefile. If you play and make savefiles on the "version11" BETA, you are committing to playing those savefiles on the BETA branch, until the update formally releases.


Playing on the non-beta branch? Remember to report any issues you run into!
Playing on the "version11" beta branch? Report any issues you run into here!
Have feedback regarding the upcoming new features? Feel free to share your thoughts here!

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

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

Version 1.1 BETA 8

Hey folks!

BETA 8 is here, and the update is nearing completion. This beta fixes a couple of issues, and makes P90 and DP12 usable by NPCs.

[h3]VERSION 1.1 BETA 8:[/h3]
- missing localizations added (localization of version 1.1 is now complete)
- DP12 and P90 now usable by NPCs
- fixed more cases of mis-placed NPCs due to the rewrite of the pathfind queue system
- fixed cancelling an object throw leaving the player in the aim mode, when unarmed

[h2]Things to keep in mind:[/h2]
  • This is a BETA version, meaning there will be issues. Opt-in at your own discretion!
  • Playing on the "version11" BETA, making a savefile with the new weapons, and then switching back to the regular game branch will lead the game to fail to load the savefile. If you play and make savefiles on the "version11" BETA, you are committing to playing those savefiles on the BETA branch, until the update formally releases.


Playing on the non-beta branch? Remember to report any issues you run into!
Playing on the "version11" beta branch? Report any issues you run into here!
Have feedback regarding the upcoming new features? Feel free to share your thoughts here!

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

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