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Beta Update v.2.12.a

[h2]ːmpn_engiː Beta [2.12.a] ːmpn_engiː[/h2]
[You can access this build from the releasebeta Branch on Steam]

[h3]FIXED[/h3]
⦁ Framerate Issues: Enemy grapple effectiveness has always been boosted at higher framerates, as well as a few other enemy behaviors (usually related to attacking). They should now be equally effective (or not) regardless of the refresh rate of your current resolution. Also, those of you having an easier experience on a lower framerate are gonna notice the difficulty boost (up to where it was meant to be).
⦁ Burst fire on thrown weapons should work again.

[h3]MODDING[/h3]
⦁ New animation events: Event_ConvertSelf() and Event_ConvertGrappleTarget() work a lot like Event_ConvertGrappleTarget_Zed() and let you morph an enemy's type after they die if they were hit with this event, except each takes a string value so you can specify the MadCard of the character you want to reference. The _Zed variant will work as it always has, and will continue use the MadCard of the character calling the event for the conversion.
⦁ New animation events: SplodeEvent_ByName(), SplodeEvent_Friendly_ByName(), and SplodeEvent_Friendly_Hand_ByName() each do the same thing as their corresponding versions without the "_ByName", but take a string value so you can specify the explosion's MadCard.
⦁ New animation event: Event_ChangeFaction() takes a string value for the faction's name and converts the character to that faction.
⦁ The DeathBody and DeathHead values on MadCard_AnimationProfile were being applied in the wrong order (Body was getting Head animations, and vice versa).
⦁ You can use the new RunEvent(throwsky) and RunEvent(throwchest) animation events ("throws" and "throwc" are also valid) to toss your throwables from two new locations. Previous locations were "throw" for main hand, "throwl" for off hand, and "throwhead" or "throwh" for head location (think Swamp Zed puke).