▶
(BIG) Beta Branch Update [2.05.u]
[You can access this build from the releasebeta Branch on Steam]
Hair is now automatically assigned to its own wearable slot, and is purchased from Skinner in the Arena Medbay. It's still mutually exclusive with your hat, but removing your helmet will always reveal that beautiful hairdo (or polished dome) underneath.
Game will allow the user to confirm that they wish to overwrite a supposed corrupt save with a valid cloud save, rather than doing it automatically. This will help players to know why their save file suddenly backtracked progress. A couple new color swatches for the Colorizer. New shoulder-mounted radio accessory, available at the Quartermaster. A few new hairstyles. New Fenching weapons: Sai, HandLance, and Stiletto. Fencing quick attacks are now faster, too! Brand new voices for Doc, Nexus Support, and N51 Mortar. Cute little gasp when a character resurfaces from drowning. After Imprinting, a checkmark will appear over every Origin you've already played.
Controllers are working again! The grenades carried by a single Nexus Agent in the Arena Facility could be picked up, when that should not be possible. Crashing in an Arena stage would cause you to start in HQ with your hirelings still in a squad with you. The Shock Longsword's broken version still swung with an electric looking arc effect. Using a joystick/Xbox controller, your character once again moves slowly or quickly depending on how hard you tilt the control stick. Having an Attribute lower than 1 (through stacking outfit penalties) would screw up all kinds of things, depending on the stat. Visual bug when zip dashing when using a transition object (ladders, etc.) where you could end up through a wall for a moment. Smoothing is now being properly applied to transitions between animations when entering/exiting certain kinds of interactives, seen in places such as the Sleepwalker Bed and your loft cot. Harmacist guns/syringes and some other random weapons that cannot be picked up would not despawn between waves, or ever. Restarting at the very end of Arena before Imprinting would spawn you in as Hank. It was possible for weapons to stop spawning on the Story Campaign final boss's second phase. The root cause of this issue may have been creating problems elsewhere in the game, such as NPCs failing to find valid weapons to use. The Colorizer would misrepresent the current texture set of an item if you had never changed it before. You can no longer counter a furious G03LM and throw him across the room. Arena Kills once again count for your achievement progress for all successful waves of a stage, not just the last one. You were able to counter charging enemies (such as MERC Zerkers) without having the Charging Counter skill. Your perfectly timed blocks will still prevent you from getting knocked around, of course, even without the skill. Some players didn't have their Arena wave-end screen pop up after victory or loss. This, strangely, was caused by their operating system not allowing them to alter their own save files. While this fix will repair the wave-end error, it won't stop players from losing all game progress so long as their computer doesn't let them update their save file. This, sadly, is out of our hands. Corpses being phased out of existence could glitch out visually if you paused the game during their decay. The Controls tab of the Options menu wouldn't display the number of connected Joysticks until you'd first clicked the Keys tab. Your character will no longer fail to load their outfit models in Arena when leaving on the helicopter for a mission.
The Electric Dozer shotgun definitely needed some nerfing. We're trying a few things to clean it up: wider arc to its spread, shorter distance before its shot vanishes, slowing down the shots slightly, and raising the tier before it's available for purchase. I mean c'mon, this thing was triple-S tier. Cleaned up how your attributes and encumbrance update and apply their bonuses, as appropriate, when altered. Disabled backface culling on transparent hair in the Inventory menu, so certain styles look better up close. Beards are colorizable. Hirelings will have access to your current Origin's color swatches. Added a one-time warning to Hard Sell where the game recommends bringing hirelings with you. Dr. Christoff's unique charge-up attacks will not affect teammates whatsoever. His first level telekinetic lift also got slightly buffed. You cannot be killed in the Playground in such a way where it renders your character unplayable. The places your Arena hirelings lean and sit can now be used by you as well. Also, your loft bedroom seat and couch can be used. Madarangs tweaked to be more useful and disarm opponents far more often. Framerate maxed out at 120. This game wasn't designed or tested for framerates higher than this, and errors do sometimes occur. Note that enabling Vsync will ignore this limit, so user beware. Dome Bandages are now a hairstyle rather than a hat, and can be colorized. Weapon stat windows indicate if the weapon or its ammo will apply Explosive or DoT damage, as well as any debuffs it may cause. This will disambiguate weapons such as grenades, which used to only show the tiny damage they inflict on impact. Weapons and Armor you or hirelings cannot wield will be showed greyed out in your inventory, such as masks and glasses when your Disquieted mask is occupying that slot. A couple of unarmed skills have been reordered so that Charging Counter could be moved down to Tier 2 instead of Tier 3. It's a really good skill to nab early on, and didn't make sense to withold it until the end of the game. N51 Commando loses their Tac-Bar, but the N51 Assassin gains one. Put some corner cover points in a few areas of Arena's Fast Track stage. Broken melee weapons will now only give you a hilt if you have the Improvised Weapons skill. For weapons that break into other perfectly usable weapons (such as brooms becoming stakes), nothing has been changed.
[ 2022-06-20 19:55:00 CET ] [ Original post ]
Holy cow, do we have a ton of updates for players opting into the public beta branch! In preparation for the Magiturge Origin Update going live later this week, we're finally bringing three months of fixes out of private testing and over to the public. Let's get down to it, shall we?
Beta [2.05.u]
[You can access this build from the releasebeta Branch on Steam]
FEATURED
Hair is now automatically assigned to its own wearable slot, and is purchased from Skinner in the Arena Medbay. It's still mutually exclusive with your hat, but removing your helmet will always reveal that beautiful hairdo (or polished dome) underneath.
ADDED
Game will allow the user to confirm that they wish to overwrite a supposed corrupt save with a valid cloud save, rather than doing it automatically. This will help players to know why their save file suddenly backtracked progress. A couple new color swatches for the Colorizer. New shoulder-mounted radio accessory, available at the Quartermaster. A few new hairstyles. New Fenching weapons: Sai, HandLance, and Stiletto. Fencing quick attacks are now faster, too! Brand new voices for Doc, Nexus Support, and N51 Mortar. Cute little gasp when a character resurfaces from drowning. After Imprinting, a checkmark will appear over every Origin you've already played.
FIXED
Controllers are working again! The grenades carried by a single Nexus Agent in the Arena Facility could be picked up, when that should not be possible. Crashing in an Arena stage would cause you to start in HQ with your hirelings still in a squad with you. The Shock Longsword's broken version still swung with an electric looking arc effect. Using a joystick/Xbox controller, your character once again moves slowly or quickly depending on how hard you tilt the control stick. Having an Attribute lower than 1 (through stacking outfit penalties) would screw up all kinds of things, depending on the stat. Visual bug when zip dashing when using a transition object (ladders, etc.) where you could end up through a wall for a moment. Smoothing is now being properly applied to transitions between animations when entering/exiting certain kinds of interactives, seen in places such as the Sleepwalker Bed and your loft cot. Harmacist guns/syringes and some other random weapons that cannot be picked up would not despawn between waves, or ever. Restarting at the very end of Arena before Imprinting would spawn you in as Hank. It was possible for weapons to stop spawning on the Story Campaign final boss's second phase. The root cause of this issue may have been creating problems elsewhere in the game, such as NPCs failing to find valid weapons to use. The Colorizer would misrepresent the current texture set of an item if you had never changed it before. You can no longer counter a furious G03LM and throw him across the room. Arena Kills once again count for your achievement progress for all successful waves of a stage, not just the last one. You were able to counter charging enemies (such as MERC Zerkers) without having the Charging Counter skill. Your perfectly timed blocks will still prevent you from getting knocked around, of course, even without the skill. Some players didn't have their Arena wave-end screen pop up after victory or loss. This, strangely, was caused by their operating system not allowing them to alter their own save files. While this fix will repair the wave-end error, it won't stop players from losing all game progress so long as their computer doesn't let them update their save file. This, sadly, is out of our hands. Corpses being phased out of existence could glitch out visually if you paused the game during their decay. The Controls tab of the Options menu wouldn't display the number of connected Joysticks until you'd first clicked the Keys tab. Your character will no longer fail to load their outfit models in Arena when leaving on the helicopter for a mission.
TWEAKED
The Electric Dozer shotgun definitely needed some nerfing. We're trying a few things to clean it up: wider arc to its spread, shorter distance before its shot vanishes, slowing down the shots slightly, and raising the tier before it's available for purchase. I mean c'mon, this thing was triple-S tier. Cleaned up how your attributes and encumbrance update and apply their bonuses, as appropriate, when altered. Disabled backface culling on transparent hair in the Inventory menu, so certain styles look better up close. Beards are colorizable. Hirelings will have access to your current Origin's color swatches. Added a one-time warning to Hard Sell where the game recommends bringing hirelings with you. Dr. Christoff's unique charge-up attacks will not affect teammates whatsoever. His first level telekinetic lift also got slightly buffed. You cannot be killed in the Playground in such a way where it renders your character unplayable. The places your Arena hirelings lean and sit can now be used by you as well. Also, your loft bedroom seat and couch can be used. Madarangs tweaked to be more useful and disarm opponents far more often. Framerate maxed out at 120. This game wasn't designed or tested for framerates higher than this, and errors do sometimes occur. Note that enabling Vsync will ignore this limit, so user beware. Dome Bandages are now a hairstyle rather than a hat, and can be colorized. Weapon stat windows indicate if the weapon or its ammo will apply Explosive or DoT damage, as well as any debuffs it may cause. This will disambiguate weapons such as grenades, which used to only show the tiny damage they inflict on impact. Weapons and Armor you or hirelings cannot wield will be showed greyed out in your inventory, such as masks and glasses when your Disquieted mask is occupying that slot. A couple of unarmed skills have been reordered so that Charging Counter could be moved down to Tier 2 instead of Tier 3. It's a really good skill to nab early on, and didn't make sense to withold it until the end of the game. N51 Commando loses their Tac-Bar, but the N51 Assassin gains one. Put some corner cover points in a few areas of Arena's Fast Track stage. Broken melee weapons will now only give you a hilt if you have the Improvised Weapons skill. For weapons that break into other perfectly usable weapons (such as brooms becoming stakes), nothing has been changed.
[ 2022-06-20 19:55:00 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
🕹️ 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:
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 ]
GAMERSGATE
[ 3241 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB