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MADNESS: Project Nexus News

Update [1.35.d] Patch Notes

-Added: The Fence carries a bunch of new augmentations.
-Tweak: Streamlined the calculations for Trauma (damage) recovery.
-Tweak: Engineers and Soldats won't leap away from your melee attacks anymore.
-Tweak: Slowed down G03LM units.
-Tweak: Lowered the frequency of blood splattering on you. It was getting out of hand.
-Fixed: Starting in the wrong room of the Facility.
-Fixed: All of the Fence's items should be available right away, regardless of Arena progress.

Update [1.35.c] Patch Notes

-Added: Odiums have their own unique attacks added in. They'll be a lot less brutal, too.
-Tweak: Nexus Soldats have two instead of three corpus, but now they're a bit faster than they were before.
-Tweak: Punching Bag toy wasn't really responding to impacts.
-Tweak: Small adjustments to how some enemies spawn in Facility to keep them from getting stuck out of view.
-Fixed: Zeds looked goofy when holding a gun, and it could screw up attack positioning and likelihood.
-Fixed: Some bonuses from armor weren't being added or removed correctly.
-Fixed: Could get stuck in Mag Bandit's second fight if knocked out of the stage.
-Minor: Dead squadmates would show as healed after the end of any checkpoint in Arena.

Update [1.35.b] Patch Notes

-Tweak: Facility stage has better blockers to prevent Soldats from appearing in areas where they shouldn't.
-Fixed: Camera will properly zoom in at times when it should have.
-Fixed: Squadmates couldn't be commanded to use an Interactive object (computer terminals, etc) if they were already standing on it.
-Fixed: Some fall-to-death areas weren't applying damage or corpus loss correctly.
-Fixed: Story Campaign's unlockable MERC Uniform was referencing a broken object, and wouldn't work.
-Fixed: Nexus Core units like to stick to their leader, but would insist on doing this when assigned to guard a point.
-Fixed: Squadmates swap weapons again when they run out of ammo.

Update [1.35.a] Patch Notes

-Features: The Facility is back in the Arena, and with it, the Nexus Core. Good luck - if you thought Slaughter Time was difficult, then you're gonna need.
-Added: Nexus Soldats and other stealthy enemies may spawn by dropping directly in behind you. LOOK OUT.
-Tweak: Cultists in the Haunted House stage no longer count for your kills, and spawn on a different timer than the main waves you need to defeat.
-Tweak: All throwable and big-projectile weapons will now pass through fences. The fact that they couldn't was stopping crossbows, daggers, etc. from passing through the Haunted House windows.
-Tweak: Slight speed increase for low level characters.
-Fixed: Some fall-to-death areas weren't applying damage or corpus loss correctly.
-Fixed: Story Campaign's unlockable MERC Uniform was referencing a broken object, and wouldn't work.

Update [1.34.f] Patch Notes

-Featured: New Arena stage, filled with new badguys to beat up!
-Added: Slashing Stun action added to Critical sub-attribute. This gives slashing weapons a small chance to cause Dizzy debuffs on enemy (nowhere near blunt/unarmed ability).
-Added: New Slayer Knife at the Quartermaster, and three versions with elemental variations at the Blackmarket.
-Tweak: Characters with a net positive resistance to an elemental type (Burn, Dissonance, Shock, etc.) cannot be affected by DoT's of that type. Example: Robots resist Dissonance, so Dissonance DoT's won't stick to them.
-Tweak: Explosions do reduced damage to the Player squad in general. In addition, team damage from explosions is way down for Player squad (though it's much less for the player themselves).
-Tweak: Gas Pumps in Pit Stop now heal between Waves (amount based on difficulty), but they have a little less overall health.
-Tweak: Improvements to how the squad command system interprets your clicks.
-Tweak: Quartermaster is back to stocking only weapons within your Tier range.
-Tweak: The Pain voice for characters will happen a little more often, and under different circumstances than before. We're checking to see if these voices get over-played (especially for Player squadmates)
-Tweak: Visuals for losing and especially healing Tac-Bar improved to be cleaner and more readable.
-Tweak: Adjusted AI's desire to throw grenades. Should be fairer for all sides, but requires testing.
-Tweak: Hirelings won't abandon their Hold-Position post to chase enemies they can't see.
-Tweak: Zeds can be stunlocked by H2H.
-Tweak: The Pilot's now has a crew on the Helipad.
-Fixed: Pausing the game could cause characters to screw up their calculations and break them (which could lock enemies out of reach). This particular error is now fixed FOREVER.
-Fixed: RoButlers weren't displaying all the correct textures.
-Fixed: Shield bash was benefiting from Light Swing skill.
-Fixed: Gil wasn't grabbing targets correctly after the Execution system revamp.
-Fixed: Explosive barrels were messed up.
-Fixed: Characters using an interactive object in a stage would continue using it after death.
-Fixed: Powerup Bonuses were staying applied when leaving scenes.
-Fixed: Some firearms had ludicrous magazine counts.
-Fixed: Bonus Magazines from outfits weren't applying.
-Fixed: Countering a leaping/charging enemy wasn't causing you to properly counter and throw them.
-Fixed: Rear executes versus Brute-class enemies weren't doing the "no-kill" version (this was a visual bug only - they would still stand up after).
-Fixed: Damage Ticker wasn't showing bonus damage being applied (as per Experiment's fire weakness).
-Fixed: Church/Jorge weren't spawning into their third bossfight.
-Fixed: Lag spike in the boss room of Flood Control, AGAIN.
-Fixed: Sticking to interactive objects (such as valves) after finishing using them.
-Fixed: Powerups weren't despawning when they were supposed to.(edited)

*NOTE: The new stage will need LOTS of testing! EXPECT BUGS.
NEXT UP: The return of The Facility