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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


[ 2021-06-16 14:00:23 CET ] [ Original post ]

MADNESS: Project Nexus
GIBBING TREE, LLC Developer
GIBBING TREE, LLC Publisher
2021-09-29 Release
Game News Posts: 151
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive (13778 reviews)
Public Linux Depots:
  • Madness: Project Nexus Depot Linux [3.23 G]
MADNESS: Project Nexus is a third-person Run n' Gun-slash-Beat'Em Up filled with arcade-style action and button-mashing brutality. Train your custom Madness combatant for the endless trials of Arena Mode, building weapons from your own sick imagination to get through just one more wave of deranged assailants. Or, play through the core campaign as the antiheroes of the Madness universe and unearth the terrible secrets of Project Nexus itself.

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.

MINIMAL SETUP
  • 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
GAMEBILLET

[ 6089 ]

17.99$ (10%)
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53.95$ (10%)
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0.81$ (18%)
24.89$ (17%)
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27.59$ (8%)
5.00$ (75%)
3.35$ (16%)
10.73$ (17%)
16.57$ (17%)
12.42$ (17%)
25.49$ (-70%)
GAMERSGATE

[ 3241 ]

0.88$ (91%)
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6.0$ (60%)
12.0$ (60%)
13.5$ (77%)
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5.31$ (79%)
20.09$ (33%)
4.19$ (30%)
2.55$ (83%)
1.35$ (89%)
4.0$ (50%)
4.5$ (77%)
19.99$ (20%)
9.0$ (85%)
2.61$ (74%)
16.0$ (60%)
0.9$ (91%)
14.99$ (25%)
9.35$ (22%)
4.32$ (86%)
12.0$ (70%)
1.41$ (93%)
4.25$ (79%)
0.88$ (82%)
0.64$ (87%)
1.5$ (85%)
30.0$ (50%)

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