Beta v2.11.l Update
[You can access this build from the ``releasebeta`` Branch on Steam]
NPCs will now properly swap to the weapon on their back when they run out of ammo or lose the weapon in their hand! You'll see dumb NPCs save their empty weapons when they run out of ammo, but your Arena Hirelings and Story allies will simply discard the empty before swapping. Corpus Buffs (bonuses to stats, etc) weren't applying to most NPCs. Sanford may not have been throwing his hook when controlled by the AI. Dr. Gonne's scarf was unavailable at the Quartermaster. The "ResistDizzy" bonus on items (usually armor) wasn't working correctly, but now it is!
Clockwork Sword will appear in the Playground now, and can also be used as a Root for modding MadCards. All three Cryo guns have had their magazines tweaked so that they're now available at the workbench, which will also fix cost issues with those weapons. Cryo guns using the correct inventory icons. The bonuses representing damage taken from different damage types are labeled as "vuln" on an item's stats breakdown, such as "vulnFire". Note that this will not change how modders refer to these values in their MadCards. We've also added new damage resistences (see MODDING below).
We've added ``DefaultThrown`` to Character MadCards, so your characters can have grenades AND sidearms assigned. DefaultSidearm can still be used to equip throwables you can hold (like molotovs), but DefaultThrown will only work for thrown slot throwables (grenades, knives, etc.). ``DefaultOffHand`` on Character MadCards now has new rules! If the game can spawn the weapon into your off-hand, it will...meaning, unless it's a Shield (or some goofy off-hand item like the Demoniac candle), if your character doesn't spawn with *something* in their main hand, their DefaultOffHand will not spawn at all. Because of the above changes, Shields will now obey the rules of ``DefaultSidearm`` and appear on a character's back. You'll need to migrate the shield from DefaultSidearm to DefaultOffHand if you want them to spawn with it in their hand. The Recovery value on ranged weapons and their addons was inverting (50 becomes -50, for example) if you didn't specify the value yourself on the weapon's MadCard. Access to the Fence's store is granted! Modders can set an item's store to Fence to have it sold for Tokens outside the HQ (the conversion is automatic). Custom prices have been added to all weapons and gear under the name ``CustomPrice``. If the value is 0 or less, or if you do not modify it, the normal price calculator will continue to do its thing. Whole numbers only (Nevadeans don't believe in loose change). New bonuses for your weapon and armor buffs: ``DamageFromSlash, DamageFromBlunt, DamageFromBullet, DamageFromBite, DamageFromPierce, DamageFromExplosive, DamageFromDeRes, DamageFromForce``. Safeguard added to prevent the audio system from breaking the rest of the game in strange ways when it cannot find the event as written. IMPORTANT NOTE FOR MODDERS: Be sure to update your usage of ``DefaultOffHand`` in your mods! The new rules changes may affect how your custom characters spawn their sidearm.
[ 2024-08-30 17:50:26 CET ] [ Original post ]
mpn_engi Beta [2.11.l] mpn_engi
[You can access this build from the ``releasebeta`` Branch on Steam]
FIXED
NPCs will now properly swap to the weapon on their back when they run out of ammo or lose the weapon in their hand! You'll see dumb NPCs save their empty weapons when they run out of ammo, but your Arena Hirelings and Story allies will simply discard the empty before swapping. Corpus Buffs (bonuses to stats, etc) weren't applying to most NPCs. Sanford may not have been throwing his hook when controlled by the AI. Dr. Gonne's scarf was unavailable at the Quartermaster. The "ResistDizzy" bonus on items (usually armor) wasn't working correctly, but now it is!
TWEAKED
Clockwork Sword will appear in the Playground now, and can also be used as a Root for modding MadCards. All three Cryo guns have had their magazines tweaked so that they're now available at the workbench, which will also fix cost issues with those weapons. Cryo guns using the correct inventory icons. The bonuses representing damage taken from different damage types are labeled as "vuln" on an item's stats breakdown, such as "vulnFire". Note that this will not change how modders refer to these values in their MadCards. We've also added new damage resistences (see MODDING below).
MODDING
We've added ``DefaultThrown`` to Character MadCards, so your characters can have grenades AND sidearms assigned. DefaultSidearm can still be used to equip throwables you can hold (like molotovs), but DefaultThrown will only work for thrown slot throwables (grenades, knives, etc.). ``DefaultOffHand`` on Character MadCards now has new rules! If the game can spawn the weapon into your off-hand, it will...meaning, unless it's a Shield (or some goofy off-hand item like the Demoniac candle), if your character doesn't spawn with *something* in their main hand, their DefaultOffHand will not spawn at all. Because of the above changes, Shields will now obey the rules of ``DefaultSidearm`` and appear on a character's back. You'll need to migrate the shield from DefaultSidearm to DefaultOffHand if you want them to spawn with it in their hand. The Recovery value on ranged weapons and their addons was inverting (50 becomes -50, for example) if you didn't specify the value yourself on the weapon's MadCard. Access to the Fence's store is granted! Modders can set an item's store to Fence to have it sold for Tokens outside the HQ (the conversion is automatic). Custom prices have been added to all weapons and gear under the name ``CustomPrice``. If the value is 0 or less, or if you do not modify it, the normal price calculator will continue to do its thing. Whole numbers only (Nevadeans don't believe in loose change). New bonuses for your weapon and armor buffs: ``DamageFromSlash, DamageFromBlunt, DamageFromBullet, DamageFromBite, DamageFromPierce, DamageFromExplosive, DamageFromDeRes, DamageFromForce``. Safeguard added to prevent the audio system from breaking the rest of the game in strange ways when it cannot find the event as written. IMPORTANT NOTE FOR MODDERS: Be sure to update your usage of ``DefaultOffHand`` in your mods! The new rules changes may affect how your custom characters spawn their sidearm.
MADNESS: Project Nexus
GIBBING TREE, LLC
GIBBING TREE, LLC
2021-09-29
Indie Singleplayer Coop
Game News Posts 147
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive
(13565 reviews)
http://www.madnessprojectnexus.com
https://store.steampowered.com/app/488860 
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
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