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Intravenous 3 Playtest›Events›Build #5
Game update

Build #5

Intravenous 3 Playtest · published 7 hours ago

All eventsPlayers around this dateRead on Steam

Build #5

Hey folks!

This build fixes a myriad of issues reported by the community.
It focuses on the most important issues.

CHANGES
- reduced the volume of the car alarms
- increased the needed movement speed to trigger a car alarm by bumping into it
- enabled staged reloads on the Flaregun

FIXES
- refunding a perk with no other perks in that tier will now refund all the perks in the superior tier
- fixed bad oil spread visuals when breaking a generator
- fixed spending Learning Capacity adding progress to perk point level ups
- fixed the Load Bearing skill not increasing the amount of carried magazines
- fixed bad blur effect if resetting to last save while under the effects of slo-mo blur
- fixed bad visuals on the SF19 when installing the Recoil Reduction Spring
- fixed slo-mo charges resetting after closing the skills menu
- fixed the perks "Stim Tolerance" and "Overdose" not functioning correctly
- fixed bad render depth on motion sensor mines
- fixed .44 Magnum ammo types not requiring purchasing to unlock
- fixed being able to get flashbanged if inside a vent shaft
- fixed the Sprinter perk not activating if the player carried enough gear to be very slow
- fixed bad player angle while inside a closet, leading to bad NVG visuals
- fixed being able to climb over unclimbable geometry if performing a climb next to a position where another climb could potentially be possible
- fixed being able to use the inhaler while reloading
- fixed incorrect names on thrown gas and smoke grenades
- fixed Baldie's hurt and death animations not disabling the leg layer correctly
- fixed the interaction option UI element showing more options than can be performed in certain cases
- fixed skipping a cutscene causing certain player angle issues that would persist until the game would be restarted
- fixed not being able to hit security cameras with bullets
- fixed holstering a pistol with the disruptor installed and then aiming at an object with a throwable object showing the disruption tooltip
- fixed being able to climb over objects while throwing items
- fixed being able to indefinitely create shell casings with sawed-off shotgun and flaregun if reloading and then cancelling the reload
- fixed purchasing a gadget in one slot not correctly updating its visual in the other gadget slots, until the loadout menu is reopened
- fixed bad render priority on the footstep decals at the beginning of the level
- fixed incorrect timing on one of the patrols

Thanks for reading, hope you're enjoying the game!

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