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MADNESS: Project Nexus News

Update [1.37.b] Patch Notes

Tweak: Continuing your combo or landing a crit depended on tapping and releasing LMB (because of how Charge-Up power attacks work). Now, it'll only look at pressing LMB. Should work for controllers too, but needs further testing.
Tweak: Cleaned up the "sniper aim" area marker.
Tweak: NPCs will generally wanna get out of the way of the Mortar's grenade range before he fires.
Tweak: Escaping an Orderly's grapple requires Space Bar to get out, not Attack.
Fixed: Haunted House was inverting the frequency of Demoniac Cultist attacks based on difficulty. Thus, they rarely appeared on Madness difficulty, and spawned too often on Tourist.
Fixed: N51 Mortar was sneaking in a grenade launcher attack without the "sniper aim" area marker. I cannot recreate it, so I added what might work as a fix.
Fixed: Stepping in blood puddles would paint your body instead of your feet.
Fixed: Melee weapons, or weapons without mods of any kind, had trouble spawning into the Blackmarket when appropriate.
Fixed: Cyber Bandits got a small graphics tweak to their goggle glow.

Editor's note: Whoopsie! Totally forgot to hit 'publish' on this sucker. Thanks to user BFR2005 for pointing this out!

Update [1.37.c] Patch Notes

-Tweak: The influence ammo capacity has on the price of Arena firearms has been drastically reduced. The Minigun should sit at around $1 million now instead of $4.2 million. We'll keep playing with these values until it feels right.
-Tweak: Standard G03LM units use the same rear takedown for both Melee and Unarmed if the attack wouldn't kill them, just like they used to.
-Fixed: Default loadouts for some enemies weren't being equipped correctly.
-Fixed: Some Story Campaign units were interrupting their plot animations to wander around.
-Fixed: Timer wasn't displaying when it should have (it was still working though).
-Fixed: Graveseekers and Prophets in the Mining 2 minecart chase weren't spawning with their default weapons.
-Fixed: Theoretically, we've removed what may have caused enemies to dodge away from your H2H Finisher.
-Fixed: Updating the version of your game would reset some of your saved options/preferences. But not this update

Update [1.37.a] Patch Notes

-Feature: Murder Room is back in Arena. Not all trap features are in and live, but so far we like the new layout.
-Added: New combat emotes for Nexus Core and N51.
-Added: Grenade launching weapons will force NPCs to utilize a modified form of the "sniper aim" which broadcasts where they're gonna carpet bomb. Squadmates and Bot-mind units will continue to fire normally.
-Added: New Cyber Bandit gear at the Quartermaster and Skin Picker.
-Tweak: N51 "Wall of Death" will move a tad more quickly. Still not allowing them to sprint.
-Tweak: Enemies attack more slowly in Tourist mode, and more quickly on Tough + Madness.
-Tweak: AAHW Soldats had access to the Sweet Spot skill, which allowed them to potentially shoot through your Tac-Bar if you were in their ideal range. That's been removed.
-Tweak: Attack warnings in Arena Siege stages could all play at once, making it far too loud.
-Tweak: For some reason, we never let the earpiece headset be available for purchase at the Quartermaster. It is now.
-Fixed: Grapples were causing the camera to zoom in even when the player isn't involved.
-Fixed: Unfinished progress bars would remain on screen for interactives after they were disabled.
-Fixed: Enemies bribed by the Mercenary Origin will cancel their current orders. N51 Recons were still trying to disable their Siege target after being converted. TRAITORS.
-Fixed: Too many units interacting with the Siege objective in Hard Sell could cause you to lose the stage before the Artifact was exposed.

We're almost there, guys. Next up: CONTRACT 4, and the END OF ARENA

Update [1.36.a] Patch Notes!

-Feature: Third and final Siege stage added to Arena, and along with it, the N51 faction make their presence known. They're sturdier than the Nexus Core, but more conservative in their attacks.
-Tweak: The health of Turrets is unaffected by Madness difficulty. In addition, the size of a unit reduces the effect Madness difficulty has on their health.

Update [1.35.e] Patch Notes

-Added: Incapped squadmates will have a little marker to show where they are if they're off screen.
-Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter.
-Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break.
-Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively.
-Tweak: Slowed the Foundry stage conveyor belts down to half their current speed.
-Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected.
-Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly.
-Fixed: Hank was using the wrong block animation while unarmed.
-Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc.
-Fixed: One of the quick attacks for dual wield wasn't swooshing correctly.
-Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.