Madness: Project Nexus cover
Madness: Project Nexus screenshot
Genre: Shooter, Indie

Madness: Project Nexus

Update [1.35.c] Patch Notes

-Added: Odiums have their own unique attacks added in. They'll be a lot less brutal, too.
-Tweak: Nexus Soldats have two instead of three corpus, but now they're a bit faster than they were before.
-Tweak: Punching Bag toy wasn't really responding to impacts.
-Tweak: Small adjustments to how some enemies spawn in Facility to keep them from getting stuck out of view.
-Fixed: Zeds looked goofy when holding a gun, and it could screw up attack positioning and likelihood.
-Fixed: Some bonuses from armor weren't being added or removed correctly.
-Fixed: Could get stuck in Mag Bandit's second fight if knocked out of the stage.
-Minor: Dead squadmates would show as healed after the end of any checkpoint in Arena.

Update [1.35.b] Patch Notes

-Tweak: Facility stage has better blockers to prevent Soldats from appearing in areas where they shouldn't.
-Fixed: Camera will properly zoom in at times when it should have.
-Fixed: Squadmates couldn't be commanded to use an Interactive object (computer terminals, etc) if they were already standing on it.
-Fixed: Some fall-to-death areas weren't applying damage or corpus loss correctly.
-Fixed: Story Campaign's unlockable MERC Uniform was referencing a broken object, and wouldn't work.
-Fixed: Nexus Core units like to stick to their leader, but would insist on doing this when assigned to guard a point.
-Fixed: Squadmates swap weapons again when they run out of ammo.

Update [1.35.a] Patch Notes

-Features: The Facility is back in the Arena, and with it, the Nexus Core. Good luck - if you thought Slaughter Time was difficult, then you're gonna need.
-Added: Nexus Soldats and other stealthy enemies may spawn by dropping directly in behind you. LOOK OUT.
-Tweak: Cultists in the Haunted House stage no longer count for your kills, and spawn on a different timer than the main waves you need to defeat.
-Tweak: All throwable and big-projectile weapons will now pass through fences. The fact that they couldn't was stopping crossbows, daggers, etc. from passing through the Haunted House windows.
-Tweak: Slight speed increase for low level characters.
-Fixed: Some fall-to-death areas weren't applying damage or corpus loss correctly.
-Fixed: Story Campaign's unlockable MERC Uniform was referencing a broken object, and wouldn't work.

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

Update [1.34.e] Patch Notes

-Feature: We rewrote the Bonus system from scrap. This will affect the buffs your Origin gives you, as well as wearables like gloves. If you notice the bonuses suddenly not working, let us know!
-Added: The Fence now sells you augments. These powerful stat boosters occupy a unique slot on your body.
-Tweak: Agent Shades use the "cat-eye" reflection property differently than other glowy goggles, for testing.
-Tweak: Medical Cabinets added to Contract 3.
-Tweak: Cleaned up the body asset for Spectral skin.
-Fixed: Grade B Troopers in Arena were set to a low level, which screwed up their hiring price and made them behave stupider than usual.
-Fixed: The new Alternate Parts system (which allows players to pick new heads and skins for their Arena characters) was screwing up some characters like Gestalt who have their own alternate parts already.

Update [1.34.d] Patch Notes

-Added: Swatch Inverter added to Colorizer/Skin Picker. Once you've bought a two-tone swatch, you can swap which color goes onto which part of your gear/body. This feature needs testing, so please go nuts and report bugs!
-Added: More swatches.
-Tweak: Precision Shooter skill now also lets you instantly drain enemy Tac-Bars when they're in your Sweet Spot, rather than wait for the bar to drain.
-Tweak: Small bonus to Cash/XP for playing stages on higher difficulties.
-Tweak: Lowered cost to skip checkpoints.
-Tweak: No summoning Troopers into the Sleepwalker Tutorial stage. You can still bring in your Hirelings, though.
-Fixed: Skin changes weren't showing up on your character or Hirelings as they take the helicopter to/from missions.
-Fixed: Tier 0 gear was uncolorizable because there was no cost to tint them, and the game didn't know what to do with that.

Update [1.34.c] Patch Notes

-Added: More skins to Skin Picker.
-Tweak: Difficulty affects how expensive it is to skip Arena checkpoints in a stage.
-Fixed: Buying up Checkpoints in an Arena stage and then backing out of the menu would reset your difficulty to the last difficulty you'd played.

Update [1.34.a] Patch Notes!

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!

Update [1.33.k] Patch Notes

Added: For testing, we threw in the AAHW Half-Mag into Fast Track (Final Checkpoint). He'll be undergoing observation, so send us your thoughts!
Tweak: Experiment Origin does standard Unarmed executes again.
Fixed: AAHW Mag bosses in Arena should spawn with their big guns now.
Fixed: Mags will spawn properly into the first train car of Fast Track, when appropriate.

Update [1.33.j] Patch Notes

Added: New Loud/Quiet loops for (some) Arena stage music. Tracks will start off in a quiet state, and advance to loud when you start the stage.
Tweak: Registered weapons will decay just like any other in the Arena.
Fixed: Sweet spot was visible when starting a stage, even if your targeting reticle was not.
Fixed: Narration squiggles weren't properly deleting themselves.