Feature: Arena Contract 3: Club Advent Feature: Boon Tokens, earned by completing Arena stages on higher difficulties and by hunting special enemies during infinite waves. You'll spend them at the Fence and the Skin Picker, both accessed after Contract 3. Feature: You can now hire and summon Status Quo minions during missions. The upgrade terminal is located in the Dormatory. This feature is available after Contract 2 (so, most of you have it already). Feature: Skin Picker enabled in the new HQ Loft (unlocked after Contract 3), allowing you to modify your and your hirelings' appearances...for a price. Keep track of this space for other goodies over time! Added: FNF reference. Are we popular yet? Added: Testing a new reflecive effect on the "glass" surfaces of outfit pieces (Shades, Goggles, etc.). Not everything will shine the same way. Still a work in progress, especially on glasses (where it tends to be too obvious) Added: Your selected stage difficulty is locked in for every Arena stage you play. Changing difficulties will reset you to Wave 0 on that stage. Tweak: Playground now uses the new Skin Picker system when you morph into different units. This will fix alternate parts (zombie heads, etc.) that stayed with you when you swapped back to a normal unit. Tweak: Colorizer can be used to adjust the gear on your Hirelings now. Tweak: AAHW Half Mags will fire off the charge-up animation before doing their insane punch attack, and it will be less accurate if you're moving. Tweak: Waves won't spawn units into a room if too many from that wave are still alive, but now waves will count ALL members of their faction when deciding to spawn, regardless of how they got there. This will need testing, especially in the Story Campaign! Tweak: Better AI if they have the ThrowOften behavior. They'll only toss guns when they're outta ammo now. Also, helped AI know the difference between having the ShurrikenThrow skill and the ThrowOften behavior. Sanford should stop throwing guns now. Tweak: Colorizer scales prices based on the tier of the item being colorized. Tweak: Melee and unarmed strikes only regenerate Tac-Bar on crits, but they'll recharge more of it. Thrown melee weapons will also now recharge Tac-Bar as well. Tweak: Leap-attack units (Abominations, etc.) will now deal hit damage if they fail their grapple due to a target's size or being occupied in another grapple or execute. Fixed: Heatseeking "thrown" weapons (Church's Shock Bolt, Crackpot's Magic Bolt) weren't finding a target to lock onto. Fixed: Punch Ablation + Enervation skills weren't happening at the right time. Fixed: A small amount of your Unarmed XP was being counted as Melee, sometimes. Fixed: Minor error where enemies with infinite ammo would try to draw from a personal stockpile of ammo that didn't exist, which would break their ability to reload. Shouldn't ever come up naturally in the game, but could be provoked in Playground. Fixed: AAHW Mags and Gil were not executing their target when grabbing behind themselves. Fixed: Removed a few tester characters from the Playground spawn menu. Fixed: You could screw up the final scene of the Outskirts Truck Chase by leaping off the back just before cutting to the boulder scene. Fixed: No more Hank with white gloves. This should stop Arena characters from losing all future texture and mesh alterations bought at the Colorizer, too. Fixed: The "I'm talking" radar effect over characters' heads could become permanent under the right conditions. Those conditions should be resolved. Fixed: Swapping between certain scenes could cause your music to restart the current track from scratch. Now it continues where it left off. This change may cause musical errors - keep an eye out for us please! Fixed: Light Swing skill was applying to pistol whips. NOTE: This is a big update with some fixes to MAJOR core engine details! This means (say it with me now): THERE WILL BE BUGS!
[ 2021-05-27 04:41:37 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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