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MADNESS: Project Nexus News

Update [1.40.a] Patch Notes + Demo Notes

ADDED: New official Gibbing Tree logo and intro.
ADDED: Bandages Skin added to the Skin Picker. Go be Madness Combat 4 Hank! (He wasn't that good though)
TWEAK: Bribed Enemies and Troopers will exit the Foundry at the end of the round via some new ladders.
FIXED: Some errors with Gestalt in the Climb stage.
FIXED: Small changes to how enemies path when first entering a room.


The demo has also been updated To be on the current build of the game. There is no new content, but all the bugfixes, balance changes and improvements over the past several months.

MADNESS: PROJECT NEXUS RELEASE DATE AND TRAILER

It's finally here. After over 7 years of anticipation. After 7+ years of eye-straining, sanity-draining, bank balance-straining work. Through crowdfunding campaigns, cross-country moves, life changes, code-rewrites, engine updates, part time jobs and a freakin' worldwide plague, the end of our wild journey is almost here.

And it has a date.


[previewyoutube][/previewyoutube]


SEPTEMBER 29TH.



We've been waiting so long to finally get this thing into you folks' hands, and we know you sure as heck have been waiting for us to give it to you. In just two and a half weeks the wait will finally be over. Whether you backed us all the way back in 2014, are one of our Funky new friends, or hopped on this crazy train somewhere in between, we're all eternally grateful that you've continued to stick with us through to the end.

We don't plan on letting you down. See you all on the 29th.

Update [1.39.k] Patch Notes

ADDED: Background images for Arena stages (seen in the Stage Select menu), courtesy of DarkSignal
ADDED: Arena inventory screen: Hold SHIFT to scroll faster through the list, or HOME/END to pop straight to the top or bottom.
TWEAK: DoTs cannot kill a character locked into a synch animation (Execute, Grapple, Blade Lock, etc.)
TWEAK: Cleanup on how NPCs initialize their orders when the player enters their room.
TWEAK: Hank's Hardened Goggles weren't reflecting white like his standard goggles.
FIXED: Enemies on a path would sometimes run right past, ignoring you.
FIXED: Specters and some other enemies were teleporting to their same position without going anywhere.
FIXED: The zed body that Gil starts off chopping up was glitched.
FIXED: The icons for buffs you'd collected weren't removing, despite going transparent.
FIXED: Combo meter wasn't displaying.

Update [1.39.i] Patch Notes

TWEAK: Your combo timer will be extended while in a synch'd animation with another character, while in a melee/charge-up state, or while dodging. Each of these actions increases the timer by varying amounts.
FIXED: Some other stuff the last updates broke lol

Update [1.39.h] Patch Notes

ADDED: Melee and Unarmed now ignore a flat percentage of an enemy's armor value. This percentage increases as your Lethality and Force subattributes grow, respectively.
TWEAK: Option menu audio sliders now snap to whole numbers. No one needs a decimal worth of volume change.
TWEAK: Your hirelings will attempt to evade the weapon boxes (and thus their explosions) spawned into Slaughter Time.
TWEAK: Changes to how NPCs decide to dodge obstacles and sniper fire. They were also sometimes dodging when they shouldn't.
TWEAK: Small changes to Disquieted teleport so you don't end up in ridiulous places.
TWEAK: Squadmates who die in the Sleepwalker mission won't end up in the medbay.
FIXED: Contract 4 would crash after load.
FIXED: Slaughter Time floors weren't allowing the Disquieted teleport to work.
FIXED: Music would turn off after adjusting its volume.
FIXED: Hirelings who died on a mission but received enough XP on a previous wave to level up, will now do so.
FIXED: Assigning weapons to a character who doesn't appear in a stage with you would cause the item to vanish forever.