HomeGamesUpdatesPricingMethodology
Steam News17 May 20261mo ago

Version 1.4.10

Hey folks! 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.

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

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

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!

Social media

Twitter Discord community YouTube

Source

Steam News / 17 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.