It's been a while since the last community mod showcase, and I believe now's a good time to put some of the mods people have made to light - there have been lots of new mods being made, and they're pretty damn good!
Weapon mods
Everyone loves guns, and by no mere coincidence, a lot of user made mods just happened to be guns. Atchisson AA-12 by JFAexe. Drum magazine-fed shotgun. Forget about being low on ammo when it comes to a shotgun with this one. Featuring custom animations, kudos to JFAexe for this one! AKS-74U by AmigoGrante. A classic assault rifle in a small package. .950 JDJ Rifle by Buffalo Baggins. When 7.62x51MM is not enough, you pull out... an elephant gun. M60 machine gun by Buffalo Baggins. ...but when 7.62x51MM IS enough, then you tell the Accomplice: "Hey, I need a high-caliber machine gun. Don't ask why, just get me one. The American 180 by Buffalo Baggins. A drum-magazine fed bullet hose chambered in .22LR. One round might sting, but a hundred of them would definitely hurt. Ruger MK IV by Buffalo Baggins. A pistol chambered in .22LR. Comes with a suppressed variant! Definitely a nice addition. Kriss Vector by JFAexe. A suppressed sub-machine gun chambered in .45 ACP. I really enjoyed playing the game with this one! SPAS-12 by JFAexe. Semi-automatic shotgun. A sort-of half-way between the Remington 870 and the Saiga-12K. Trejo Model 1 by Buffalo Baggins. A fully automatic pistol chambered in... .22LR. I don't even know, man. The meme factor is high, but can we all just appreciate the fact that someone took the time and effort to add this?
That about wraps it up! There have been lots of new weapon mods since the last community mod showcase, but not a whole lot of new levels. I'd like to dedicate the next community mod showcase to levels, so here's hoping people end up making some more of these!
If you'd like to get into modding, be sure to check out this guide.
Thanks for reading, hope you're enjoying the mods and the game!
P.S. A big thanks to all the community members making mods! This stuff is really great.
1,000 Steam Reviews!
Hey everyone!
So, as of this community post, the game has 1,000 reviews (1,001, in fact), while being released less than a year ago! This is a huge milestone for me. The first game I have released, called "Game Dev Studio" (not to be confused with the much more popular "Game Dev Tycoon") has only 443 reviews, and as of right now it was released 4 years and 3 months ago. Especially I would like to thank everyone who has contributed to the game - be it Workshop content, participating in Steam discussions, or even something as simple as leaving a review. Very thankful for all the support. Every one of you rocks.
Right now you might be wondering what the future of Intravenous is. Well, I'll spill the beans and say it here: a sequel. Eventually I'll show you more, but right now there's not much to show (mainly because the work-in-progress stuff uses placeholders), but be assured that the second game will be even better than the first. There are a lot of things I wanted to do with Intravenous that I couldn't due to budget constraints. Ultimately, with the success (it is a success to me!) of this game, I can do much more, and implement all the things I wanted to have into the second game. Right, so you might be wondering "why not implement these things into the first game?" Not every feature can be implemented after the fact, that's the first reason - Intravenous was designed around the features it has, not the features it doesn't have. Implementing new things could potentially break the balance and/or the progression. Still, in a single-player game it's not that much of deal, but I'd like the game to remain the way it was envisioned, rather than drastically changing it post-release.
The second reason is that adding these things in an expansion pack would still be too limiting. The things I am doing in Intravenous 2 require lots of various internal changes, something that is best suited to a sequel.
So what can you expect of the sequel? More gameplay mechanics, more gadgets, more guns, and above all, a longer main campaign with a story that, I believe, is better than in the first game. Currently that's all I can say - I wouldn't want to overhype you on false promises, and what I've mentioned just now is exactly what you'll find in the second game. No false promises there!
I'd like to close this community post (and by extension announcement) by saying that I read all the reviews that people leave, and it truly warms my heart to see people with twenty, thirty, forty, or even more hours on record. Knowing that someone has had this much fun with something that started as a passion project is an amazing feeling.
Thank you, everyone.
Sincerely, Roman Glebenkov
Game patch 1.3.37.3
Hey folks!
This patch fixes several issues related to the map editor. It also fixes a very, very rare crash that required the player to follow very specific steps in order to reproduce it.
Version 1.3.37.3: - fixed a very, very rare crash that would occur when an enemy with no weapons would be told by another NPC to help them watch the player in a vent shaft - fixed security cameras having an incorrect color on their cone of view - (MAP EDITOR) returning to edit mode will now cancel all active pathfind actions, which should take care of a potential rare crash - (MAP EDITOR) triggering a level finish cutscene action will now return to edit mode, instead of pseudo-finishing the level, and screwing a lot of things up - (MAP EDITOR) fixed being able to set NPC states on player objects and vice versa - (MAP EDITOR) fixed a crash that occured when saving a map with a cutscene walk action (or subtype) without a correctly linked actor
Don't forget to report any issues you encounter in this thread!
Thanks for reading, hope you're enjoying the game!
Game patch 1.3.37.2
Hey folks!
This patch takes care of an issue present in the level editor. It also fixes a couple of internal problems that no one probably noticed.
Version 1.3.37.2: - some internal fixes for potential bugs - (MAP EDITOR) fixed a crash that occured when adding a walk_action to a cutscene and making an actor run (not walk) with a weapon
Don't forget to report any issues you encounter in this thread!
Thanks for reading, hope you're enjoying the game!
P.S. The game versioning from now on be numbered as 1.3.37.X. Before you ask - yes, I am going to be cheeky like that, and there's nothing you can do about it, muahahaha!
Game patch 1.3.37
Hey folks!
This patch fixes a crash and adds Korean localization provided by a community member. If you have a Korean friend who wanted to try Intravenous but doesn't speak English very well - now would be a good time to let them know!
Version 1.3.37: - added korean localization (big thanks to 'Ricemaster' on the game's Discord channel!) - fixed a crash when trying to delete a symbol in a pure number savefile name
Don't forget to report any issues you encounter in this thread!
Thanks for reading, hope you're enjoying the game!
P.S. that's a cool version number, isn't it?
Game patch 1.3.36
Hey folks!
This patch takes care of an oversight which caused increased GPU utilization. It occured after any game save... which meant that it was present at all times throughout the campaign, since when you start most levels in the base game campaign, it auto-saves.
Version 1.3.36: - fixed increased GPU load after saving the game
Don't forget to report any issues you encounter in this thread!
Thanks for reading, hope you're enjoying the game!
Development blog media!
Hey everyone!
Most of you probably don't know, but I have a YouTube channel where I upload various devlogs for games that I work on. So if you enjoyed Intravenous or Game Dev Studio - then be sure to subscribe to the YouTube channel. If you were wondering what the development of Intravenous was like, then that's where you'll get some insight on that topic. I also have a Twitter account where I post various work-in-progress stuff.
Whether it's news about Intravenous or any other upcoming project I might work on - that's where you'll find various material of said games that I work on.
I make YouTube devlogs as a way of showing what the development process of the games that I work on is like, what my thoughts are on various gameplay mechanics, what goes on in my head when I work on certain gameplay features, and how I arrived at certain design decisions. If that sounds like something you're interested in, be sure to take a look. :)
Version 1.3.35: - fixed a pathfinding spike when resetting to last save, along with goons trying to go back to patrolling when they shouldn't, resulting in erratic behavior in some cases, upon resetting to last savefile - fixed enemies sometimes acting erratically in combat between game save resets - (MAP EDITOR) fixed neutralize_enemies objective not updating the NPC count value when entering it
Don't forget to report any issues you encounter in this thread!
Thanks for reading, hope you're enjoying the game!
Game patch 1.3.34
Hey folks!
This patch fixes several minor issues.
Version 1.3.34: - fixed Desert Eagle using the slide release sound of the glock-19, instead of it's own - fixed actors sometimes not casting shadows - (MAP EDITOR) fixed "Dev wall 2" being climbable - (MAP EDITOR) fixed being unable to change values in the "mark NPCs" text field on neutralize_enemies and kill_enemies objectives - (MAP EDITOR) fixed a crash related to vent shafts
Don't forget to report any issues you encounter in this thread!