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Steam News22 March 20263mo ago

Version 1.4.8

Hey folks! This update features several fixes and backports from the ongoing development of Intravenous 3.

Full notes

Full Intravenous 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey folks!

What changed

3 fixes1 addition1 change0 removals
  • Performance
  • Maps
  • Fixes
  • Events
  • Gameplay
fixedBASE GAME CHANGES - improved pathfinding - instances of goons getting stuck, or unable to pathfind to certain positions, should now be resolved and other similar instances should occur far less often - improved AI cover stare logic - reduces instances where NPCs are clearly capable of watching some kind of pathway, but aren't - improved tile visibility baking for static light sources - fixed NPC obstacle avoidance not functioning correctly, potentially leading to NPCs getting stuck in world geometry - fixed a rare crash that occurred when meshes that were used by shaders with custom vertex variables needed to be resized - fixed lighting tile visibility baking for security cameras - fixed light source tile visibility not baking the source tile index, resulting in a render "blind spot" at the base of the light source - fixed goons exiting their cover peek state too soon if the player loaded a savefile in which NPCs were in the cover peek state - minor memory optimizations
fixedMAP EDITOR CHANGES - disabled difficulty selection while in map editor - fixed the 'disable trigger' cutscene action enabling triggers
fixed'COLLATERAL' CAMPAIGN CHANGES - fixed one of the objectives on the Nightclub level being incorrectly setup, resulting in the "Exfiltrate" objective never formally enabling, despite being able to exfiltrate after completing the main objective
addedMODDING - exposed objectBuffer class to mod environments - added world.EVENTS.INIT event - fired when a world class object is initialized
changedMISC - updated LuaJIT to latest github version

This update features several fixes and backports from the ongoing development of Intravenous 3.

BASE GAME CHANGES - improved pathfinding - instances of goons getting stuck, or unable to pathfind to certain positions, should now be resolved and other similar instances should occur far less often - improved AI cover stare logic - reduces instances where NPCs are clearly capable of watching some kind of pathway, but aren't - improved tile visibility baking for static light sources - fixed NPC obstacle avoidance not functioning correctly, potentially leading to NPCs getting stuck in world geometry - fixed a rare crash that occurred when meshes that were used by shaders with custom vertex variables needed to be resized - fixed lighting tile visibility baking for security cameras - fixed light source tile visibility not baking the source tile index, resulting in a render "blind spot" at the base of the light source - fixed goons exiting their cover peek state too soon if the player loaded a savefile in which NPCs were in the cover peek state - minor memory optimizations

MAP EDITOR CHANGES - disabled difficulty selection while in map editor - fixed the 'disable trigger' cutscene action enabling triggers

'COLLATERAL' CAMPAIGN CHANGES - fixed one of the objectives on the Nightclub level being incorrectly setup, resulting in the "Exfiltrate" objective never formally enabling, despite being able to exfiltrate after completing the main objective

MODDING - exposed objectBuffer class to mod environments - added world.EVENTS.INIT event - fired when a world class object is initialized

MISC - updated LuaJIT to latest github version

Remember to report any issues you run into!

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

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Source

Steam News / 22 March 2026

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