Beta Update v.2.12.a
[You can access this build from the releasebeta Branch on Steam]
Framerate Issues: Enemy grapple effectiveness has always been boosted at higher framerates, as well as a few other enemy behaviors (usually related to attacking). They should now be equally effective (or not) regardless of the refresh rate of your current resolution. Also, those of you having an easier experience on a lower framerate are gonna notice the difficulty boost (up to where it was meant to be). Burst fire on thrown weapons should work again.
New animation events: Event_ConvertSelf() and Event_ConvertGrappleTarget() work a lot like Event_ConvertGrappleTarget_Zed() and let you morph an enemy's type after they die if they were hit with this event, except each takes a string value so you can specify the MadCard of the character you want to reference. The _Zed variant will work as it always has, and will continue use the MadCard of the character calling the event for the conversion. New animation events: SplodeEvent_ByName(), SplodeEvent_Friendly_ByName(), and SplodeEvent_Friendly_Hand_ByName() each do the same thing as their corresponding versions without the "_ByName", but take a string value so you can specify the explosion's MadCard. New animation event: Event_ChangeFaction() takes a string value for the faction's name and converts the character to that faction. The DeathBody and DeathHead values on MadCard_AnimationProfile were being applied in the wrong order (Body was getting Head animations, and vice versa). You can use the new RunEvent(throwsky) and RunEvent(throwchest) animation events ("throws" and "throwc" are also valid) to toss your throwables from two new locations. Previous locations were "throw" for main hand, "throwl" for off hand, and "throwhead" or "throwh" for head location (think Swamp Zed puke).
[ 2024-09-17 17:05:57 CET ] [ Original post ]
mpn_engi Beta [2.12.a] mpn_engi
[You can access this build from the releasebeta Branch on Steam]
FIXED
Framerate Issues: Enemy grapple effectiveness has always been boosted at higher framerates, as well as a few other enemy behaviors (usually related to attacking). They should now be equally effective (or not) regardless of the refresh rate of your current resolution. Also, those of you having an easier experience on a lower framerate are gonna notice the difficulty boost (up to where it was meant to be). Burst fire on thrown weapons should work again.
MODDING
New animation events: Event_ConvertSelf() and Event_ConvertGrappleTarget() work a lot like Event_ConvertGrappleTarget_Zed() and let you morph an enemy's type after they die if they were hit with this event, except each takes a string value so you can specify the MadCard of the character you want to reference. The _Zed variant will work as it always has, and will continue use the MadCard of the character calling the event for the conversion. New animation events: SplodeEvent_ByName(), SplodeEvent_Friendly_ByName(), and SplodeEvent_Friendly_Hand_ByName() each do the same thing as their corresponding versions without the "_ByName", but take a string value so you can specify the explosion's MadCard. New animation event: Event_ChangeFaction() takes a string value for the faction's name and converts the character to that faction. The DeathBody and DeathHead values on MadCard_AnimationProfile were being applied in the wrong order (Body was getting Head animations, and vice versa). You can use the new RunEvent(throwsky) and RunEvent(throwchest) animation events ("throws" and "throwc" are also valid) to toss your throwables from two new locations. Previous locations were "throw" for main hand, "throwl" for off hand, and "throwhead" or "throwh" for head location (think Swamp Zed puke).
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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