- Version 1.4.8
- Hey folks!
- This update features several fixes and backports from the ongoing development of Intravenous 3.
- BASE GAME CHANGES
- - improved pathfinding - instances of goons getting stuck, or unable to pathfind to certain positions, should now be resolved and other similar instances should occur far less often
- - improved AI cover stare logic - reduces instances where NPCs are clearly capable of watching some kind of pathway, but aren't
- - improved tile visibility baking for static light sources
- - fixed NPC obstacle avoidance not functioning correctly, potentially leading to NPCs getting stuck in world geometry
- - fixed a rare crash that occurred when meshes that were used by shaders with custom vertex variables needed to be resized
- - fixed lighting tile visibility baking for security cameras
- - fixed light source tile visibility not baking the source tile index, resulting in a render "blind spot" at the base of the light source
- - fixed goons exiting their cover peek state too soon if the player loaded a savefile in which NPCs were in the cover peek state
- - minor memory optimizations
- MAP EDITOR CHANGES
- - disabled difficulty selection while in map editor
- - fixed the 'disable trigger' cutscene action enabling triggers
- 'COLLATERAL' CAMPAIGN CHANGES
- - fixed one of the objectives on the Nightclub level being incorrectly setup, resulting in the "Exfiltrate" objective never formally enabling, despite being able to exfiltrate after completing the main objective
- MODDING
- - exposed objectBuffer class to mod environments
- - added world.EVENTS.INIT event - fired when a world class object is initialized
- MISC
- - updated LuaJIT to latest github version
- Remember to report any issues you run into!
- Thanks for reading, hope you're enjoying the game!