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] [spoiler]-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.[/spoiler] -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.
[ 2021-02-09 16:58:22 CET ] [ Original post ]
🕹️ Partial Controller Support
- Madness: Project Nexus Depot Linux [3.23 G]
MADNESS: Project Nexus challenges your use of immersive & tactical combat, on-your-feet decision making, environmental navigation, a massive selection of weapons, and a pretty heavy dose of comic blood and violence. You'll progress through the game by navigating between rooms and overworld stages, engaging baddies along the way (who become wiser and more tactical as you advance). Not everyone is cut out to survive; we think you may be the exception.
Can you overcome the hordes of gun-toting Agents, sword-brandishing assassins, and bullet-deflecting giants that Project Nexus throws in your path? Grab your trusty weapon and let's find out.
MADNESS: Project Nexus features:
- Story Campaign: Take the reigns of the heroes of the Madness universe, and infiltrate heavily guarded installations, survive cultist-ridden tunnel networks, fight back against dynamite-wielding cannibal bandits, and dodge the grasp of armor-plated Mag Agents over three times your size.
- Arena Mode: Create your character from scratch, advance through specialized skill tiers, and build a unique Madness warrior who is equipped to take on wave after wave of never-ending badguys in several combat environments. Build your own custom weapons and outfit them with the latest technology to give yourself the edge you're going to need to pull through.
- OS: Ubuntu 12.04 or later
- Processor: 2.4 GHz Intel Core2 Duo or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 512 MB
- Storage: 1 GB available space
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