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MADNESS: Project Nexus News

Update [1.30.j] Patch Notes

-Fixed: Longer cutscene narrations weren't showing correctly due to engine resources.
-Fixed: Blackguard fight should work again.
-Fixed: Entering a door after a room with Turrets would freeze you in the doorway of the next room (Mostly Commercial Sector)
-Fixed: Skip Stage option should no longer lock you out of playing.

Update [1.30.i] Patch Notes

-Added: Sheriff's got voices now too!
-Tweak: The way enemies approach you and choose to attack you in close quarters has been tweaked to feel more balanced. They will attack in waves and then hang out and defend in waves, giving combat a push-and-pull feel. Not all enemies will do this (Zeds, Brutes, etc.), but enough that you should notice the difference. This is a work in progress and will require more input from beta testers.
-Fixed: Charge-up attacks should no longer randomly fire off.
-Fixed: Won't get stuck in place trying to leap over cover anymore.

Update 1.30.h Patch Notes

-Added: Sanford, Deimos, Christsoff, Gil, and Abominations all have original voice sets. Jorge and G03LMs coming soon. None for Hank though. Ninja go SHHHHHH.
-Added: Difficulty bar for Arena Combat (just like Story Campaign). You can disable Stun-lock and play in Baby Mode if that is the kind of "gamer" you think you are.
-Tweak: Madness Difficulty makes weapons do obscene damage to you -and- your opponents. It's basically a "Golden Gun" mode. Don't get shot!
-Tweak: Block Breaker and Big Weapons skills improved. They also swapped places on the skill tree.
-Fixed: Characters losing corpus properly again.
-Fixed: Origin starter gear begins registered, same as anything bought from Quartermaster.

Update [1.30.g] Patch Notes

-Added: New animations for unskilled characters swinging gigantic weapons.
-Tweak: Made the gym look like a gym.
-Tweak: Standardized all stun animations, so there's no more randomness to how long you're stunlocked.
-Tweak: Staggered characters don't glitch out when attacked, and their Dizzy icon doesn't flash persistently.
-Fixed: More interactive levers fixed in Story Mode (mostly in Mining Sector)
-Fixed: Blocking damage reduction calculation was bonkers.
-Fixed: Conduits were breaking the game when they blew people up.
-Fixed: Soldats could survive falling down the pit in The Murder Room

Update 1.30.a-1.30.f Patch Notes roundup

Howdy! As you may have noticed we've been doing a lot of hotfixes lately. Well, this time around we've got PATCH NOTES! Here's what's been shakin' and movin' in the beta in the past week.

2/4/21 [1.30.a]
Arena: Train Infiltration stage had trouble bringing in teammates. Fixed!


2/4/21 [1.30.b]
Large Power Lever interactives lost functionality across all stages (Power Play, Climb, etc.). These should be working again in most places, but we need bug reports to help us find the missing ones!


2/4/21 [1.30.c]
-Feature: Laborer helmets can be knocked off...but can you figure out how?
-Fixed: Character images in narrations/cutscenes displays the proper dude.
-Added: Limiter broken for characters dying - they can no longer all cry out at once.
-Added: Murder Room is now playable from Pilot's missions
-Fixed: Weapon shader using secondary lights


2/5/21 [1.30.d]
-Fixed: Large enemies hurt their allies again when appropriate (Mag Bandit throwing junk, Brute tantrums, etc.)
-Tweak: Mag Bandit Sewer Miniboss now spawns weapons on ground pound.
-Fixed: Mag Agents spawn correctly into Fast Track Arena stage.
-Fixed: Equipped weapons weren't returning to Warchest after resetting your gear when returning to Arena HQ.
-Fixed: Civilians are invincible now, FOR SURE.
-Fixed: Minor pathing issues when being assigned a new path.
-Fixed: Pathing to objects on desks would take you on a weird path.
Silent Update Additions
-Fixed: Later waves in the Foundry Arena stage caused your aim to pass through conveyors down to the lower floor.
-Fixed: Empty/Broken weapons could be re-equipped from Warchest between Arena waves.


2/7/21 [1.30.e]
-Added: Explosive rounds now have their own, new explosion effect.
-Added: You can now block melee attacks with unarmed without the appropriate skill. You'll still take full damage, but you won't go into Stun-lock. Same goes for breaking out of it.
-Tweak: Breaking out of Stun-lock by spending Tac-Bar (Press Space) has a much more forgiving timing window. That's what spending Tac-Bar gets you.
-Tweak: VR Training Buddies can no longer Stun-lock you.
-Tweak: You may light attack by default again. Your Light Swing/Punch skills replaced with altenates that let your first light attack in a combo connect VERY FAST.
-Tweak: Broken hilts, screwdrivers, and scalpels can break now.
-Fixed: Sold weapons vanish from the warchest and the floor.
-Fixed: Weapons, armor, and gun mods need to be unlocked by progressing through stages. The entire MASSIVE stockpile of gear will no longer be available out of the gate.
-Fixed: Sleepwalkers whose bodies are split in half will stay down.
-Fixed: Negative armor piercing now factors in. It acts as a small multiplier to the target's armor.
-Fixed: Doc is tired of you killing him in the HQ.
-Fixed: Slime doesn't drop on Swamp Zed dismemberment.
-Fixed: Special Strike uses correct animations. Everyone was using Deimos's new quick kick.
Hotfix Update
-Fixed: Scrolling through the Quartermaster/Blackmarket was obscenely laggy


2/8/21 [1.30.f] -Added: After you beat the Story Campaign, you have a new shortcut to skip the final stage and go right to the bossfight.
-Added: Post-game, you can return to the top of the Science Tower for some sweet gear.

-Tweak: The final checkpoint of Arena stages no longer uses "Madness Difficulty" rules, such as opponents not flashing red before attacking.
-Tweak: Better interpretation of the Player's intended dodge direction.
-Tweak: Tusk throwable weapon now swings like a very heavy weapon.
-Fixed: Doors between sectors no longer begin unlocked.
-Fixed: Beating the Story Campaign no longer traps you on the balcony before the final mission.
-Fixed: Larger enemies weren't holding weapons correctly.
-Fixed: A hireling's armor no longer counts against their Medbay revival cost.
-Fixed: Can no longer bypass locked-out skills using crafty menu manipulation.
-Fixed: Spamming Snap Dodge and Kick properly cancels into a full dodge.