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MADNESS: Project Nexus News

Controller Issues? Try this!

Hey, gamers! While we continue looking at issues some players are having with controllers in M:PN, we wanted to share a quick fix that could resolve the problem.

THIS IS NOT GUARANTEED to solve your issue, but it's a good place to start:



Head to your game's settings and make certain that your Xbox controller is not disabled like in the image above. You want your controller status ENABLED.

Currently the game only supports the use of Xbox and compatible controllers. We'll be including PS4 support next, as soon as we're certain that Xbox controllers are running smoothly.

Also, current the game only provides multiplayer co-op in the Story Campaign. We have ambitions to allow other players to control your hirelings in Arena, but for now, you're restricted to the single game mode.

In the meantime, we're putting in the hours to resolve our top priorities right now: making sure your controller works as advertised, and to eliminate the soft locks that sometimes prevent progress. We went from a large beta tester team to a HUGE player base overnight, and bugs no one had ever heard of before are now being reported. We are attending to all of them, and will not let off until we've destroyed them all!

Beta [2.0.b] Patch Notes

[Access this build from the releasebeta Branch on Steam]

ADDED
Posters teaching how to press CTRL to swap between squadmates added to all Industrial stages.

TWEAKED
Fences won't block your gun from passing through them when aiming and firing.
More magazines for locker guns in Tough difficulty. If Melee weapons aren't penalized by difficulty, neither should firearms be.
Residential stage Inner City given a checkpoint before the boss swarm.
A little flavor added to the Pause menu.
Hint added to the electric box room in The Scenic Route (sewers).
Being ragdolled will prevent enemies from attacking you. Does not apply when you put yourself into ragdoll.
Two of the Tutorial rooms adjusted to be more understandable, and another room to be impossible to lock yourself in.

FIXED
Potential softlock in Sheriff fight if an enemy ends up in the wrong area.
Potential softlock in Beat the Streets outdoor area.
Spiked gates have a raised blocker to stop characters getting knocked behind them.
In very rare cases, certain help indicators wouldn't show.
(Maybe?): Trying to fix the door at the end of the first residential stage, Inner City. This is a difficult bug to reproduce, so we're trying something new here.
(Maybe?): Trying to fix the soft lock at the water room near the end of Chasms (Mining stage 2).
Ally could get stuck in the first Story Flashback cutscene.
Could backtrack from the end of Asylum stage and lock yourself out of the final room.
Bodies won't decay through the floor anymore, which will stop them being visible if they die on a floor above a room.
Zombie G03LMs could spawn with a helmet and be impossible to kill without explosives.
A bunch of other potential softlocks.

FUTURE PRIORITIES
Controller Support. This game is recommended Mouse + Keyboard, but local Co-op depends on having your controller work with the game. Right now the game only supports Xbox and compatible contollers and game pads, but we're working to figure out the current compatibility issues. This, along with the current soft locks, are our top priority.

[Beta 2.0.a] Patch Notes!

Starting from now, we're going to be posting our immediate, quick and dirty fixes to the new Beta branch of the game! Once they have been tested and are considered stable, they will be pushed to the main branch of the game.

To access the beta branch, right-click on the game in your library, go to properties. Once in the properties menu, go to 'betas' tab. Then, go to the branch selection and select the 'releasebeta'


Anyways, on to the regularly scheduled patch notes!

ADDED: Option to disable the dream cam effect in Sleeperwalker and Christoff Cutscenes.
TWEAK: Nerfed MERC Zerkers
TWEAK: Small aim-block shelf added to Jorge's ledge in C&J's first fight that is only on when you're up top. Helps keep you from aiming down below unintended.
TWEAK: Teleporter added to Playground so you can move back and forth as a large unit.
TWEAK: Honk Zeds have a flashbang effect on explode rather than a grenade effect.
TWEAK: Crackpot laughs a lot less when casting magic.
TWEAK: Crackpot guarded by two Prophets, not two Graveseekers.
TWEAK: Reduced the grind of Flood Control and Chasms significantly, and threw in a couple of narrations between Sanford and Deimos to cut up the monotony.
TWEAK: Inched the Grab/SwordLock grapple toward being slightly in favor in the player.
FIXED: Interactive mode Throwables and Shields now usable, and you can restart your game properly.

MADNESS: PROJECT NEXUS IS OUT NOW!!!

https://store.steampowered.com/app/488860/MADNESS_Project_Nexus/

Just do what comes natural.

Update [1.41.k] Patch Notes

ADDED: Voices volume slider.
TWEAK: SFX added to Face Picker and Fence stores.
TWEAK: Squadmates will avoid running into dinner bells. This may conflict with how they pathfind, but that seemed like the better alternative.
TWEAK: Better Acro XP the lower your Acrobatics core skill.
TWEAK: Squadmates will abandon a target the moment they're dead. No more wasted bullets.
TWEAK: A few changes to Gil to make him easier.
TWEAK: Wider range of mid-tier weapons will persist in Arena.
TWEAK: Story squadmates are very inclined to evade grapples. They'll nearly always do it unless stunlocked.
FIXED: Sheriff stage starter ACTUALLY fixed this time.
FIXED: Sometimes, out-of-bounds zones would exclude certain enemies forever (such as when entering into the area via a door). An added safeguard should prevent this type of soft lock in the future.
FIXED: Phobos ghosts agro again.
FIXED: Hiring/Firing a recruit that was just called in but doesn't exist on the map will now properly remove that recruit from the pool.
FIXED: You can quit out of the Truck Chase stage without the game sending you back to the Story Campaign intro cutscene.
FIXED: Squadmates will do a better job avoiding and staying out of Dinner Bell alarms.
FIXED: Slaughter Time audience could become unaffected by volume settings.

NOTE: The mute button for voices doesn't work, it'll be in the next build.