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MADNESS: Project Nexus News

Update [1.41.j] Patch Notes

TWEAK: Large-vs-Small executes follow the same rules for killing opponents as any other execute, and have been made more gorey to celebrate.
TWEAK: Four years later, the beam for your headlamp goes off along with the spotlight by pressing F.
FIXED: Locked ladder at beginning of Tutorial.
FIXED: Opening some lockers (such as the Warchest), your hand would not follow the opening door or lid.
FIXED: Sleepwalker Bed started you off on wave -1.
FIXED: Small fixes to the Tricky fight, and made the stage easier to see what's happening.
FIXED: Sheriff wouldn't leap the second sandbag.
FIXED: (Maybe?) Levels of alertness were being applied strangely. It was only really showing in Turrets, but this may resolve other issues with characters not going agro when they should.
FIXED: Turrets weren't reloading when out of ammo, and
FIXED: Knockback from heavy and sweep attacks were sending folks the wrong way.
FIXED: Tricky and Christoff weren't coming with you into the Overworld after defeating them in their respective stages.
FIXED: Mag Bandit's light post would turn on when dropped.
FIXED: You shouldn't be trapped out of the stage in the Church/Jorge Mining Sector fight anymore.
FIXED: Flare Pistol is no longer obscenely heavy. Some ammo types (not magazines) were increasing the weight of their respective firearms.
FIXED: Blackguard's sweep attacks will hit again.
FIXED: Camo pants, and some gloves, were lowering their price for having good buffs rather than raising it.

Update [1.41.h] Patch Notes

IMPORTANT: We set each of the three pre-rendered videos (Gibbing Tree logo, MPN title card, and New Story career intro) each to different settings. Please let us know which ones DO and DO NOT work for you! Some players have been having issues, so we're trying a spread of ideas.

ADDED: The final demonstration snippets on the main menu are in! At a glance, players will have a better grasp of what each mode is.
TWEAK: Acrobatic squadmates will be more likely to dodge out of the way of enemy grapple attacks just in time.
TWEAK: Your squadmates are less prone to being combo'd by opponents.
TWEAK: G03LM tantrum grab will still result in a Distracted (back-grab) condition even if they manage to grab an enemy.
TWEAK: Sheriff Boots have the spurs toggleable on/off from Colorizer.
TWEAK: G03LM Mk1 slightly less tanky, but not by much.
TWEAK: Imaginary Friend is more aggressive, and gets a big damage buff to its fists based on your level. They'll get extremely beefy fast.
TWEAK: Squadmates will run back to you if they are too far and without orders. Combat used to prevent this.
TWEAK: Updated how units find a location to spawn into the world or teleport. Be on the lookout for this causing issues, even though it's been fine in testing (like that EVER matters)
TWEAK: Better pacing with how HQ shops respond to you with voices.
TWEAK: The old eye gouge execute got a facelift (lol?)
FIXED: Brute was blocked from entering Pit Stop through the wrecked car.
FIXED: Under the right circumstances, Coin Holders in Slaughter Time could prevent the next squad of enemies from spawning.
FIXED: Turrets wouldn't vanish after death.
FIXED: Sometimes, large enemies might screw up the way a character is targeted by A.I.. Don't ask.
FIXED: Firing your weapon could prevent you from blocking for some time afterwards.
FIXED: Sweet Tony wakes up properly.
FIXED: Allies not able to incap properly.
FIXED: NPCs should no longer go hunting for weapons when they have an order already.
FIXED: Vampires outside Club Advent no longer run down the stairs after jumping in.

Update [1.41.g] Patch Notes

ADDED: Pre-rendered introduction added to new Story Campaign games!
ADDED: Tricky in the Load Screen
TWEAK: Since Jeb has a busted sword by default, we made his original loadout available after beating Commercial District 2: Sleeper Labs.
TWEAK: Binary Sword moved to purchase at Fence, and the Stop Sign is now available there as well.
TWEAK: Asylum Patient faces brightened up to make them more distinguishable vs Grunts.
TWEAK: A little clean-up on the flashback cutscenes with Christoff. Also, once you're in there, you HAVE to finish it to proceed.
FIXED: Pathing in Murder Room.
FIXED: Enemies that spawn into overworld sectors will have their default equipment if not given anything else.
FIXED: Dead squadmates (or yourself) come back to life when leaving any stage.
FIXED: Skip Stage button won't wipe your equipment out anymore

Update [1.41.f] Patch Notes

DISABLED: Steam Achievements until we can develop those further.
ADDED: SFX sweetener when a room goes unlocked after clearing it, to remind you it's time to move on.
TWEAK: Binary Sword now breaks into a smaller version of itself, before then breaking into a hilt. Jeb now starts with that broken version by default, but can be assigned the full Binary Sword on replays as a loadout.
FIXED: Story characters should reset stats to normal if playing them in a stage. This ought to fix the post-credits cutscene issue with Jeb losing telekinesis.
FIXED: Smoothed out transition between emote animations. Interrupting one emote for another would often cut awkwardly and immediately into the next animation.
FIXED: Damage Tick wouldn't show for the attack that killed your target.
FIXED: Commanding squadmates to pick up weapons won't result in them trying and failing anymore.
FIXED: Units will swap out of weapons they've depleted.

AI UPDATE:
-More aggro the more enemies targeting them
-Finds a spot to attack from that is opposite where melee attackers are coming from
-Can push through crowds if they HAVE to move through them
-Smarter dodge (always snap first if it's a combat dodge)
-Dodge out of crowds when surrounded by melee attackers
-No more walking (instead of running) in combat when melee threats are near
-Can juke enemies by making enemies attack sooner than they want to.
-Will dodge away from exploding barrels

Update [1.41.e] Patch Notes

ADDED: An additional cutscene to play after you've beaten the game and watched the credtis. You can also reach it by accessing the Credits through Mystery Dude's cave paintings.
ADDED: Introductory rooms for Hard Sell, Haunting of Nevada House, and Slaughter Time.
ADDED: New voice sets for Hank, Hofnarr, Pilot, Quartermaster, VendeVice, Toughs, and Orderlies!
TWEAK: Gudgeon Swarmers in Slaughter Time will now punch you relentlessly. We made their fists weaker, but expect to get ganged up on a LOT.
TWEAK: Experiment's claws were nerfed. Same bonus damage, but some hidden bonuses were removed.
TWEAK: Brute takedown animation tweaked so weapons will end up falling through the ground much less often.
TWEAK: Nexus Core flags altered to look les Third-Reich-y. Like, we get it. They're the bad guys.
FIXED: Experiment's Scary Origin skill should work again.
FIXED: Infiltration missions did not allow you to proceed when finishing an Infinite Checkpoint.
KNOWN ISSUE: There is a sound that won't turn off after experiencing the post-credits cutscene. Only restarting the game will resolve it (thanks a ton FMOD, you were such a great investment)
THIS ISSUE HAS NOW BEEN FIXED