This patch includes a myriad of bugfixes, improvements, and optimizations, to bring Mercenarism even closer to the state the full game is currently in.
There will be no more big patches for Mercenarism, save for bugfix updates, as the full game is very close to release, and my focus is now set entirely on polishing it as much as I can, before the game is formally released.
If you haven't already, be sure to wishlist the full game, when it launches soon this summer!
https://store.steampowered.com/app/2608270/Intravenous_2/
Thank you for playing the prologue, reporting any issues you ran into and suggesting various things - you've helped make both Intravenous 2 and Mercenarism better games for everyone!
Visuals & sound
- adjusted the final post-process step to increase contrast
- adjusted bloom effect
- adjusted night vision effect
- added stingers for when all enemies are dead and when exiting combat
- new weapon holster sounds
- the "low ammo" sound now increases in pitch the closer the player is to running out of ammo in the magazine
- changed fonts used in various menus and UI elements, to improve readability
- playing the door kicking animation on the player when bashing doors always now
- level music now starts playing only when entering the game level/savefile
- increased strength of scope blur when taking aim with a 2x/4x scope
Gameplay
- can now enter vent shafts while prone
- can now leave vent shafts without getting up
- goons will no longer radio in reinforcements when the same body is being investigated by more than one goon
- finishing a level will now switch to the calm soundtrack stage on the result screen
- Glock-20 balance tweaks
- extended barrel weapon mod balance tweaks
- goons will now react to noise made by their allies in combat if enough time has passed since we last saw the player, and the emitter has recently seen the player
- added money display to the upper right corner of the in-game pause screen
- reduced the amount of enemies that can say a specific phrase at any given point
- trying to cycle firemodes on guns with 1 firemode just reminds of the current firemode
- HSR-EMP and PKC-EMP now emit a sound when they recharge, to let the player know they're ready for use
- goons now notice broken doors if they're not alert
- motion sensor mines no longer classified as grenades, making them not disappear when entering a cutscene
- grenades that are far enough from the player no longer disappear when entering a cutscene
- 2x/4x scopes now apply a debuff to accuracy when aiming with night vision goggles (could previously have perfect accuracy)
- gas grenade fuse time reduced to 2 seconds
- throwable (bottles/cans/grenades) flight trajectory no longer affected by windows; they now always go through windows when thrown
- reduced multilauncher reload noise levels
- various alert and combat AI tweaks
Optimizations
- optimized pathfinding grid updates, object sprite updating, multithreaded pathfinding, and implemented interleaved light source validation, resulting in fewer CPU usage spikes (less stuttering)
- optimized dynamic lighting and wall highlight rendering, resulting in lower overall CPU usage
Fixes
- several fixes related to garage doors
- fixes related to aim line/crosshair visibility
- fixed multilauncher ammo types being counted in for the "Gun Schizo" achievement
- fixed issues with receiving damage inside vents from gas
- fixed goons investigating bodies not looking at the body they're inspecting when up close
- fixed issues related to grabbing trash from filled dumpsters
- fixed various issues related to the mouse snapping when exiting cutscenes and/or the loadout screen
- fixed goons ceasing to follow when the leader would look around
- fixed a rare case of doors being impossible to interact with
- fixed the ammo switch display having a time out when playing on keyboard & mouse
- fixed goons sometimes reacting to missing persons and missing patrols when they shouldn't after reset to last save
- fixed goons getting stuck in place when trying to upgrade their weapon and failing to pathfind to it
- fixed a crash that could've happened when an enemy would notice the player subduing their ally
- fixed issues with key prompt UI element display positioning in cases where one is aligned to the left, and the other is aligned to the right
- fixed moving light sources (such as flashlights) not illuminating anything
- fixed taking blast damage from grenades/mines while in vents
- various fixes related to the lighting system
- the "confirm & begin" button in the loadout menu now scales with text width
Miscellaneous
- updated LuaJIT to the latest github version
Don't forget to report any issues you run into either on Steam discussions or by joining the game's Discord community.
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube