[b]BASE GAME CHANGES[/b]
- the player's visual had an incorrect visual height value, resulting in the player seemingly being unlit in areas where he was actually lit in
- fixed incorrect interaction outline on goons in certain cases (regression introduced in version 1.4.0)
- fixed no booster suppressors bugging staged reloads (making them way too fast)
- fixed certain animations having an incorrect setup with regards to actor height, resulting in minor visual problems (most people weren't aware and didn't notice)
- fixed light switches blocking the player's ability to climb over a window
[b]'COLLATERAL' CAMPAIGN CHANGES[/b]
- added a missing game save event to Dad's Apartment Complex at the beginning of the level
[b]IV1 REMASTER CHANGES[/b]
- added missing musical track for the Epilogue
- fixed awkward placement of a box on Abandoned Warehouse, resulting in a gap that seemingly the player could fit through, but can't
[b]OPTIMIZATIONS[/b]
- optimized lighting, resulting in lower CPU usage
- optimized fire lighting effects in order to reduce stuttering when a lot of fire is being created in a short span of time (technical: precache fire lighting buffers and reuse them)
- optimized weapon icon creation, resulting in lower CPU usage (technical: prevent building the weapon icon more than once per frame)
- very minor optimization of the actor animation system, resulting in lower CPU usage
[b]MODDING[/b]
- exposed npcAlertnessStates, shadowMapping to mod environments
[b]'COLLATERAL' CAMPAIGN CHANGES[/b]
[b]BASE GAME CHANGES[/b]
Binary Trigger weapon mod changes:
added extra measures to ensure corrupt or incorrect (from user tampering) data fields in the 'gamedata.iv' file would be returned to their normal type on game start
staged reloads enabled on the sawed-off shotgun
fixed a performance regression involving sprinklers on very long play sessions
fixed an issue with reloads when trying to pick up nearby ammo pickups using the "Unload nearby weapons" key
fixed the "line-of-sight broken" icon being displayed over security cameras indefinitely if the security camera operator is killed/etc. while the icon is present
fixed action-based experience limits not being properly saved & loaded
fixed being able to reset the game to last save during credits by clicking R in the pause menu, causing all sorts of issues
[b]MODDING[/b]
[b]MAP EDITOR CHANGES[/b]
[b]BASE GAME CHANGES[/b]
[b]MODDING CHANGES[/b]
[b]'COLLATERAL' CAMPAIGN CHANGES[/b]
[b]'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES[/b]
[b]BASE GAME CHANGES[/b]
[b]'COLLATERAL' CAMPAIGN CHANGES[/b]
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:
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 flashlights & radios to reinforcement enemy spawns where it fits
added a missing light switch on Oleander's Objective
added a missing garage door switch on Oleander's Objective
added two keycards to reach the money stash room on Mob Corporate Front
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
rearranged one of the rooms on Pablo's Hideout which fixes one of the enemies getting stuck on his patrol route
gave radios to enemies on Road to Police Precinct
starting a side-mission will no longer play the narration meant for the next main mission
rearranged object placement in the beginning area of Decrepit Industrial Area to allow for better AI pathfinding
fixed incorrect dialogue between two enemies on Theo's Police Precinct 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
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 the garage door button not being assigned to a garage door on Politician's House
fixed incorrect nametags in a certain dialogue on Decrepit Industrial Area
fixed two lights not being controlled by a light switch on Dilapidated Complex
fixed bad placement of several lights on Police Precinct
fixed one of the lights not being controlled by a breaker box on Road to Police Precinct
[b]'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES[/b]
[b]BASE GAME CHANGES[/b]
added staged reloads to all weapons that use magazines:
indoor sounds are now more muffled-sounding, to give more audio variety to gameplay when it is happening indoors VS outdoors
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
added missing choke and knife kill Gideon animations
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
goon death animations are now slightly more varied
the currently-active music playlist on a given level is now stored as a string, rather than numeric ID, which fixes issues such as incorrect music playing on old savefiles when installing and uninstalling various level mods which come with custom soundtracks
object interaction menu made more transparent
when a crash occurs while loading a Steam mod the game will now display the exact mod name and Steam ID that caused the crash on startup
crashlogs will now print the user's CPU model
fixed UI colors not resetting to the default 'Collateral' palette when loading from one campaign into another without exiting to the main menu
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
fixed missing Subsonic 4.6x30MM ammo in Polish localization
fixed a crash that could occur on custom levels with a certain combination of NPC spawners
fixed a bug that could cause doors to be impossible to interact with
fixed dropped weapons sometimes getting stuck in world geometry by limiting their maximum physical size
fixed incorrect magwell weapon mod rendering on AK-107
fixed animations not correctly returning to idle/walk on various weapons when interacting with or taking items
fixed being able to get the "unused" ammo when playing with the "Auto-grab ammo" gameplay mutator
fixed a bug that would sometimes prevent the player from being able to climb over a window
fixed the closest enemy indicator pointing to non-objective NPCs
fixed the noise/mobility display not updating when opening the loadout menu with nothing but armor equipped
fixed the loaded barrel indicator disappearing on the DP-12 when installing a laser sight (and keeping it on)
[b]OPTIMIZATIONS[/b]
[b]CONTROLLER CHANGES[/b]
the camera controls have been reworked, with the old camera controls no longer available:
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
[b]MAP EDITOR CHANGES[/b]
[b]MODDING CHANGES[/b]
exposed the following classes/libraries to mod environments: joystickHandler, blastWaveEffect, talkText, statusEffects, difficulty, customDifficulty, armor, radioController, world, items, outlineShader
improved game startup times when a lot of weapon mods that call :setupModCategoryMap() are installed
each weapon now stores a duplicate of the selectableMods variable
can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
added method to easily add new weapon mods to existing weapons - weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
attempting to add a mod to a weapon that is not registered will not cause a crash
returns true on success, false on failure, and the failure reason as 2nd argument
skips adding duplicate weapon mods
added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
all three icons must be provided to set the icons for the given mod to be successfully set
returns true on success, false on failure, and the failure reason as 2nd argument
weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
added weapons:addModConflicts(weaponID, modID, conflicts) and weapons:addModRequirements(weaponID, modID, requirements):
'conflicts' and 'requirements' can be either a string or a table containing strings (mod IDs that are conflicting or required)
attempting to add a mod to a weapon that is not registered will not cause a crash
skips adding duplicate weapon mods
weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
[b]IV1 REMASTER CHANGES[/b]
[b]IV1 REMASTER CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
[b]Version 1.3.0[/b]
[b]MAP EDITOR CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
[b]SUPPORTER PACK CHANGES[/b]
[b]MAP EDITOR CHANGES[/b]
enabled the Map Editor:
added Steam Workshop support:
added the UMP to the base game:
added the MAC-10 to the base game:
added FAMAS G2 to the base game:
weapon handling improvements:
weapon changes:
optimizations:
finishing a level with a weapon that has mods installed on it will now attempt to unlock the weapon mods that were installed on it:
added the ability to control the line-of-sight indicator in the "Controls" tab of the options menu:
slo-mo tweaks:
updated enemies and weapons found in levels throughout the Intravenous 2 campaign to have weapon mods on them (this makes the later-game levels a bit more difficult in terms of combat, as weapon mods improve weapon handling for the NPCs just like it does for the player)
added a silhouette effect for the player when he is in a dark area, to ensure better awareness of the player's position in near-pitch-black darkness areas
added weapon category filters to the loadout menu
new savefiles will now have a campaign name prefix to them to better differentiate between different campaigns and to prevent savefile overwrites if a level name matches with another level from another campaign
the "unload nearby weapons" action will now first unload weapons (or grab ammo pickups) that match the caliber of the currently equipped weapon
Fog of War now slightly decreases the brightness of out of view areas, to better contrast visible VS out-of-sight areas
adjusted color of the laser pointer to be more visible and easier to distinguish from the line-of-sight color when it's turned off
NPC triggers will no longer spawn NPCs as long as the spawner itself is visible to the player
decreased body detection speed by half
holding two movement keys of the same axis (UP + DOWN or LEFT + RIGHT) now cancels out movement in that direction
missing pedestrians will no longer be noticed by goons - this also fixes pedestrians in residence buildings on "Apartment Alleyways" being noticed as 'missing', even though the police has no reason to suspect anything foul happening inside the apartments (the game already has systems for making goons notice that pedestrians have left, and this additional system added unnecessary load on the CPU)
side missions now provide double experience in skills when performing actions related to them
bullets now fade in visually, to avoid cases like bullets being visible inside the firer at the time of firing, in case of very slow projectiles
knife kills now make the victim's body fall make noise
knife kill duration decreased from 1.5 seconds to 1.1 seconds
fixed back kills/chokes a scene participant not alerting anyone, allowing the player to quietly kill scene participants if they weren't looking at each other (i.e. 2 goons discussing some events in the game)
fixed tiles under chainlink fence walls not being darker on levels with rain
fixed incorrect text formatting on bandages for the restored health amount
fixed incorrect barrel attachment requirements on the Glock-18
fixed incorrect gunfire sound pitch variance settings on MP5, MP7, Multilauncher, P89, P320, Model 700, Saiga-12K, Sawed-off, SF19, S&W457S, Tranquilizer Rifle, MK23, VP9
fixed incorrect sound pitch variance on shell casings
fixed the "Hand-to-hand" skill not influencing anything
fixed incorrect scaling of the credits background art
fixed the Fog of War mutator not working correctly when shadow quality is below "Normal"
fixed Fog of War ceasing to function correctly when changing shadow quality while in-game
fixed goons not turning themselves to face their intended angle if they have no patrol route and are on their starting point, right after talking to another NPC
fixed incorrect texture used for .40 S&W Match ammo type
fixed Tazer Mines glitching out the render color of objects that are drawn after it
fixed not being able to throw more than one Tazer Mine under certain circumstances
fixed triggering an already triggered Tazer Mine after loading into a savefile causing it to emit a dud flash
fixed issues with NPC-equipped weapons that have caliber conversion mods, and weapons dropped on the floor that were given caliber conversion mods
fixed several memory leaks related to the GUI and the spriteBatchController libraries when reusing GUI elements, which were most evident in the map editor
fixed the player visual changing when closing the skill menu on certain story levels
fixed goons using non-suppressed pistol animations when using suppressed weapons
fixed certain objects (like bullets) being re-created multiple times after a reset to last save, under the correct circumstances
fixed being able to get behind an invisible wall on "Industrial Front"
fixed incorrect render depth of some decor objects on "Prologue. Empathetic's Restaurant"
fixed a spot where the player could get stuck in on "Oleander's Objective"
fixed being able to softlock yourself in "Epilogue. Ground Floor"
fixed missing line of dialogue on "Oleander's Objective"
fixed two keycard having an incorrect ID to a door that did not use said keycard on "Pablo's Hideout"
fixed two keycards having an incorrect ID to a door that did not use said keycards on "Pablo's Hideout"
fixed a spot where the player could get stuck in on "Butchery"
fixed pistol reloads giving too much experience in the Short Gun Reload skill
fixed goons sometimes not noticing dead/unconscious bodies in the right circumstances (technical: they would mark bodies as "seen", even though they couldn't have seen them, and not react to the bodies)
fixed goons detecting bodies too fast in certain circumstances
fixed the max ammo indicator not showing up when trying to unload a weapon the caliber of which we can't carry any more of
fixed bandage usage and effectiveness being limited on the Throwback difficulty
fixed loading into the "Gang Hideout" side mission from the "Load level" menu leading the player to "Police Precinct" instead of "Road to Police Precinct"
fixed light casters with a small radius not properly casting light in certain cases
fixed being able to drop a body anywhere by simply going prone
fixed enemies opening fire on the player off-screen in certain cases when they shouldn't have
fixed incorrect MP5 not playing a bolt pull sound when doing an empty reload
fixed certain skills not being influenced by a level's experience gain multiplier
fixed prologue levels providing skill experience
fixed not being able to interact with breaker boxes if the player was aiming at it while the HSR-EMP was equipped
fixed changing a key assigned to a command shown by a key prompt on the UI not updating the displayed key
fixed a very rare crash that could have occurred when goons would fire their weapons
fixed a very rare crash that could've occurred when a door the player was trying to open would break on the same frame
fixed a very rare crash that could have occurred when finishing the game and loading into a level
fixed a crash that could occur in the AI combat state
fixed a redundant gesture in one of the pieces of dialogue during Epilogue
applied a retroactive fix to savefiles where the player was carrying a non-unconscious/non-dead body