Repeated intro
What changed
1 fix0 additions3 changes0 removals
- Gameplay
- Balance
- UI and audio
changed'COLLATERAL' CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
changedIV1 REMASTER CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
fixedBASE GAME CHANGES - improved obstacle pathfinding grid obstruction indexes build procedure to use less memory and be more accurate - improved pathfinding grid update procedure - improved goon handling of verified pathfinding points (should reduce cases where goons are incapable of pathfinding to a particular spot that others managed to pathfind to) - increased Saiga-12K drum magazine ammo capacity to 12 (was 7) - fixed MAC-10 using an incorrect subsonic suppressed fire sound - fixed FAMAS G2 having incorrect walk animations on the 'motor' goon variant
changedCONTROLLER CHANGES - the "melee" and "reload weapon" now use the same button - hold to melee, press to reload: * this change was implemented due to insufficient amount of buttons on the controller to perform all actions * controller users, I would like to hear your feedback on this change! - the "change firemode" key now defaults to square on a PS4 controller
Intravenous 2 changes
changed'COLLATERAL' CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
changedIV1 REMASTER CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
fixedBASE GAME CHANGES - improved obstacle pathfinding grid obstruction indexes build procedure to use less memory and be more accurate - improved pathfinding grid update procedure - improved goon handling of verified pathfinding points (should reduce cases where goons are incapable of pathfinding to a particular spot that others managed to pathfind to) - increased Saiga-12K drum magazine ammo capacity to 12 (was 7) - fixed MAC-10 using an incorrect subsonic suppressed fire sound - fixed FAMAS G2 having incorrect walk animations on the 'motor' goon variant
changedCONTROLLER CHANGES - the "melee" and "reload weapon" now use the same button - hold to melee, press to reload: * this change was implemented due to insufficient amount of buttons on the controller to perform all actions * controller users, I would like to hear your feedback on this change! - the "change firemode" key now defaults to square on a PS4 controller
This patch backports certain under-the-hood changes from Intravenous 3, to better build the pathfinding grid for NPCs, to further reduce instances of NPCs getting stuck.
'COLLATERAL' CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
IV1 REMASTER CAMPAIGN CHANGES - changed geometry on several levels to reduce instances of AI getting stuck
BASE GAME CHANGES - improved obstacle pathfinding grid obstruction indexes build procedure to use less memory and be more accurate - improved pathfinding grid update procedure - improved goon handling of verified pathfinding points (should reduce cases where goons are incapable of pathfinding to a particular spot that others managed to pathfind to) - increased Saiga-12K drum magazine ammo capacity to 12 (was 7) - fixed MAC-10 using an incorrect subsonic suppressed fire sound - fixed FAMAS G2 having incorrect walk animations on the 'motor' goon variant
CONTROLLER CHANGES - the "melee" and "reload weapon" now use the same button - hold to melee, press to reload: * this change was implemented due to insufficient amount of buttons on the controller to perform all actions * controller users, I would like to hear your feedback on this change! - the "change firemode" key now defaults to square on a PS4 controller
MODDING CHANGES - exposed the 'walls' and 'tipController' libraries to mod environments
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter Discord community YouTube