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Update notes via Steam Community
Hey folks!

Update 1.4.0 is now in BETA and can be accessed by anyone.
To do this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.

The point of this BETA is to ensure that there are no new issues introduced with the changes in this patch, as it covers various areas of the game.
Update 1.4.0 primarily focuses on adding several new side-missions to the main "Collateral" campaign - this is extra content at no extra charge.
These levels didn't make it in the initial release because I didn't have enough time to make them, so it's not cut content, just content that would've been there if I had all the time in the world for making the game.
Aside from that it also polishes various other areas of the game, including the controller controls.

Keep in mind, since this is a BETA version, the music for the new side-missions is not yet finished. As the update nears completion, new BETA versions will be released.

The levels themselves are still subject to change, too. Savefiles made on the new levels of the BETA branch may not work once the update formally releases, so please keep in mind that you are opting in at your own risk!

'COLLATERAL' CAMPAIGN CHANGES
- added 1 new narrative level in the first half of the game
- added 3 new side-missions spanning 4 levels in total (playing as Steve) throughout the campaign, with the following balance changes introduced due to the total count of side missions rising from 5 to 8:
* Steve now receives less skill experience when performing various actions during side-missions
* the amount of bonus Learning Capacity in New Game+ from each playthrough has been increased from 2,000 to 3,000 points
* Learning Capacity is now granted to both Sean and Steve during Epilogue
* skill level experience requirements have been changed:
- LEVEL 1 - from 100 to 150
- LEVEL 3 - from 3,000 to 3,250

* reduced the amount of Trust gained for each side-mission completed, however the total amount of trust that can be gained for completing side-missions is now more than before (was 35%, now 40%)

- added a missing light switch on Oleander's Objective
- added a missing garage door switch on Oleander's Objective
- if Gideon is not killed in neither Gideon's Place nor Theo's Police Precinct, then he, along with extra mercs, will show up in one of the Epilogue levels
- adjusted some level geometry in the Epilogue
- Steve will now taunt the enemy during combat while saving Sean's dad on Decrepit Industrial Area
- fixed incorrect dialogue between two enemies on Theo's Police Precint if Dad is dead
- fixed incorrect magazine capacity on UMP-45 on Oleander's Objective
- fixed the breaker box on Gideon's Place not influencing one of the lights in the bathroom
- fixed Sean reacting to his own work as if it was Steve's on Mob Corporate Front

'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- fixed one of the windows on 'Luxus' Incorporated Complex not being climbable
- fixed one of the reinforcement spawns on Repurposed Factory not having a weapon

BASE GAME CHANGES
- stingers have been split up into two categories - "everyone is neutralized" and "everyone is dead"
- the "Everyone is dead" stinger is now louder, to be easier to hear during combat
- the game now uses a custom cursor, instead of the standard OS cursor
- certain cutscenes where the player looks in a certain direction no longer snap the player in that direction immediately
- frag grenades and motion sensor mines explosion sounds updated and now have greater difference in sound when they explode indoors VS outdoors
- goons, when remarking about how dark the surrounding area is, will no longer go to turn on light switches for lamps that are inside buildings while they are, for example, outside
- goons, when tripping after getting shot, now have a small time window within which they can still catch more bullets without having to enter targeting mode to finish them off
- goons' weapons, when they die, will now go flying, just like when they sometimes trip and fall
- updated the objective indicator present on the interface
- very minor reduction of memory usage
- fixed obstacles in one of the spots on Decrepit Industrial Area not providing sufficient cover from lamps, resulting in the stealth challenge for that part not functioning as intended
- fixed being able to bug certain confrontation cutscenes by firing a flare gun at the target right before a cutscene would start
- fixed being able to bug the slo-mo by opening the inventory, pausing the game, and unpausing (in that order)
- fixed keychains/keycards without a proper display name setup showing in the inventory screen
- fixed the HUD not reappearing if opening the weapon selection menu while inside a vent while playing with a controller
- fixed various spread values not being reset when a weapon is holstered or equipped, resulting weapons temporarily having exaggerated recoil in certain cases, when picking them up off the floor or equpping from the inventory
- fixed the "everyone is dead" stinger being played in cases when it's not supposed to be
- fixed goons' dropped guns sometimes flying too far

CONTROLLER CHANGES
- the camera controls have been reworked, with the old camera controls no longer available:
- when moving the camera around, it is locked to a radial offset
- by pressing & holding the camera stick you can adjust the maximum radius away from the player to position the camera to
- when in targeting mode, the camera can be moved around freely

- blocking all action inputs when in weapon or ammo selection menus (except the fire and aim triggers - those can still be used to exit the menu)
- can now cancel/close the weapon/ammo selection menus by clicking on the same button that opened it
- the triggers to fire and enter targeting mode no longer need to be pressed fully to perform their corresponding actions
- can now move in vent shafts by pushing the movement stick up or down
- firing a semi-auto weapon now requires depressing the trigger on the controller enough for the trigger to have been reset on the weapon itself

MAP EDITOR CHANGES
- fixed incorrect placement of omni_light_caster when placing it into the world
- fixed object counter not being imported when importing objects into the level
- fixed incorrect render depth saving/loading on map_decal class objects
- fixed a rare crash involving badly set-up patrol routes
- fixed incorrect classification of the disable_trigger cutscene action, resulting in inability to add it to cutscenes or scenes

Remember to report any issues you run into!

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

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