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!
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