All Versions: New Halloween Update! Play as An Offering, a new spooky Origin for M:PN's Arena Combat mode.
Merged Beta updates into Full Release: __
Beta [2.01.r]
ADDED ⦁ Hand-to-hand hit indicator added to Brute class enemies who are prone to tantrums, to let you know how many hits you've landed to piss them off. ⦁ New audio for the Light, Heavy, and S200 MERC rifles. Janky, dirty, and perfect! ⦁ MERC Battle Rifle has a proper ran-out-of-ammo ping! sound.
FIXED ⦁ Changing the direction you are facing while enacting a full dodge would pick the wrong animation for the move.
TWEAKED ⦁ Updated the icon for the Distracted buff that Brutes receive after a tantrum.
TESTING ⦁ Added a small pause after clicking an icon in your inventory menu before allowing you to buy, sell, or equip. This could screw a few things up for your character if you were too quick to click.
Beta [2.01.r] Patch Notes
Beta [2.01.r] [You can access this build from the releasebeta Branch on Steam]
ADDED ⦁ Hand-to-hand hit indicator added to Brute class enemies who are prone to tantrums, to let you know how many hits you've landed to piss them off. ⦁ New audio for the Light, Heavy, and S200 MERC rifles. Janky, dirty, and perfect! ⦁ MERC Battle Rifle has a proper ran-out-of-ammo ping! sound.
FIXED ⦁ Changing the direction you are facing while enacting a full dodge would pick the wrong animation for the move.
TWEAKED ⦁ Updated the icon for the Distracted buff that Brutes receive after a tantrum.
TESTING ⦁ Added a small pause after clicking an icon in your inventory menu before allowing you to buy, sell, or equip. This could screw a few things up for your character if you were too quick to click.
Full Release Patch v.1.01.e
We're merging the existing Beta fixes into the public build! As always, merging builds may yield unexpected glitches. We appreciate all bug reports to help us resolve those problems. Thanks everyone!
Here's what's changing:
From Beta [2.01.o]
ADDED ⦁ Option to enable/disable indicator circles beneath the feet of you and your squadmates. Note that player indicators will always be active during multiplayer. ⦁ Indicator to let you know when a Story Campaign wave of enemies is infinite (meaning, the goal of the room is not to kill everyone who enteres). ⦁ Phonebooths have been converted into a world map for Story Campaign. You can now access any available stage by using these booths, located in multiple places across all sectors. ⦁ The MERC Light and Heavy rifles both given a total makeover (the previous incarnations still exist as "Retro" versions).
FIXED ⦁ Some players reported having no success with button mashing challenges (sword locks, grapples, etc.) due to framerate. A change was made that should even out the challenge for those players. ⦁ Spectral characters could glitch out of the stage if they teleported while a character had a hook weapon in them. Yanking the hook back was preventing them from returning. ⦁ Disquieted origin should no longer be allowed to pass through barriers when teleporting into a melee attack. ⦁ Garage doors in a specific room of Deep Storage weren't visibly opening. ⦁ Slaughter Time kill fans should no longer drift out of place over long periods of time. ⦁ Your crowd of adoring fans would disappear after going into the Slaughter Time infinite checkpoints. ⦁ Hive Slugs were spawning way outside of Hive's body, thanks to an issue with how ragdoll is calculated. We removed their ragdoll on spawn to resolve the issue. ⦁ Some light sources would negate the appearance of color swatches being applied to your characters and outfits. ⦁ The pilot won't keep having the same conversation with you after returning from the Nowhere. ⦁ The Massive was too shy to dance in Club Advent. ⦁ A couple of tweaks to calculating Acheievments that should cause some of them to show up under all the right conditions again (specifically the Arena achievements). TWEAKED ⦁ To make things easier for hand-to-hand fighters, Cultists and other siege attackers may no longer swing at anything other than their siege target. This protection also comes with an additional change: no attacker can strike an opponent through a solid surface with melee or unarmed. This will require a lot of scrutiny for error, so make sure to log all bugs (especially being unable to hit your target when you should) in the service-depot! ⦁ Christoff (and everyone else, really) now holds the [Q] key to pick up keycards, C4, etc. just like picking up weapons, rather than holding the [E] key. ⦁ After beating Arena Contract 3 and unlocking the Fence, you will now be able to bring up to FIVE squadmates with you on missions instead of the current max of three. ⦁ A few staircases in the Facility stage needed aim blockers to prevent your cursor from slipping between the stairs and aiming where you did not intend. ⦁ The N911, NS19, NK33, and Bizon given a mild damage reduction of one point. ⦁ Advanced Block/Guard Mobility skill costs halved. ⦁ Hirelings won't gain the trait that makes them want to throw weapons unless Acrobatics is their primary skill group. Hirelings who currently have this trait will not lose it, however. ⦁ MERC Cap given an option to tilt it in the Colorizer.
Beta [2.01.p] [You can access this build from the releasebeta Branch on Steam]
FIXED ⦁ Swamp Zeds lost their slime spit attack, but that's been restored.
TWEAKED ⦁ Price adjustment for magazines at the workbench. The game now takes into account the damage value of the magazine, which will boost the price of anti tank rounds and other impossibly powerful munitions. ⦁ Range adjusted on enemy grapple attacks to be more forgiving.
Beta [2.01.q]
[You can access this build from the releasebeta Branch on Steam] ADDED ⦁ Brand new MERC Battle Rifle, now available at the Quartermaster!
Beta [2.01.o] Patch Notes
**Beta [2.01.o]** [You can access this build from the ``releasebeta`` Branch on Steam]
ADDED ⦁ Option to enable/disable indicator circles beneath the feet of you and your squadmates. Note that player indicators will always be active during multiplayer. ⦁ Indicator to let you know when a Story Campaign wave of enemies is infinite (meaning, the goal of the room is not to kill everyone who enteres). ⦁ Phonebooths have been converted into a world map for Story Campaign. You can now access any available stage by using these booths, located in multiple places across all sectors. ⦁ The MERC Light and Heavy rifles both given a total makeover (the previous incarnations still exist as "Retro" versions).
FIXED ⦁ Some players reported having no success with button mashing challenges (sword locks, grapples, etc.) due to framerate. A change was made that should even out the challenge for those players. ⦁ Spectral characters could glitch out of the stage if they teleported while a character had a hook weapon in them. Yanking the hook back was preventing them from returning. ⦁ Disquieted origin should no longer be allowed to pass through barriers when teleporting into a melee attack. ⦁ Garage doors in a specific room of Deep Storage weren't visibly opening. ⦁ Slaughter Time kill fans should no longer drift out of place over long periods of time. ⦁ Your crowd of adoring fans would disappear after going into the Slaughter Time infinite checkpoints. ⦁ Hive Slugs were spawning way outside of Hive's body, thanks to an issue with how ragdoll is calculated. We removed their ragdoll on spawn to resolve the issue. ⦁ Some light sources would negate the appearance of color swatches being applied to your characters and outfits. ⦁ The pilot won't keep having the same conversation with you after returning from the Nowhere. ⦁ The Massive was too shy to dance in Club Advent. ⦁ A couple of tweaks to calculating Achievements that should cause some of them to show up under all the right conditions again (specifically the Arena achievements). TWEAKED ⦁ To make things easier for hand-to-hand fighters, Cultists and other siege attackers may no longer swing at anything other than their siege target. This protection also comes with an additional change: no attacker can strike an opponent through a solid surface with melee or unarmed. This will require a lot of scrutiny for error, so make sure to log all bugs (especially being unable to hit your target when you should) in the #service-depot! ⦁ Christoff (and everyone else, really) now holds the [Q] key to pick up keycards, C4, etc. just like picking up weapons, rather than holding the [E] key. ⦁ After beating Arena Contract 3 and unlocking the Fence, you will now be able to bring up to FIVE squadmates with you on missions instead of the current max of three. ⦁ A few staircases in the Facility stage needed aim blockers to prevent your cursor from slipping between the stairs and aiming where you did not intend. ⦁ The N911, NS19, NK33, and Bizon given a mild damage reduction of one point. ⦁ Advanced Block/Guard Mobility skill costs halved. ⦁ Hirelings won't gain the trait that makes them want to throw weapons unless Acrobatics is their primary skill group. Hirelings who currently have this trait will not lose it, however. ⦁ MERC Cap given an option to tilt it in the Colorizer.
Full Release v.1.01.d Patch Notes
The Full Release of M:PN has been merged with all patches from the Beta Branch:
**Beta [2.01.j]** [Access this build from the ``releasebeta`` Branch on Steam]
ADDED -Integrity check added to file saving. Your old data will not be overwritten if the new data your game is trying to save looks to be corrupted. If you notice any career rollbacks taking place, then it's because you're one of the extremely rare players who may experience their careers being rendered unreadable, but the integrity check prevented the corrupted save from overwriting the old one. If, after this update, you *still* end up with an unreadable career, it may be something more critical, like an OS issue. Either way, we're not done attending to this bug and have alternative fixes we want to test before implementing.
FIXED -[MAYBE?] If you or an opponent were struck just as you sync'd into an animation with them (Executes, Grapples, and Sword Locks namely), then one character could be released from the animation while the other stays in it to completion (or forever, if it's a loop), even after death. We've added a safety that should prevent this, but we'll need bug reports if it continues. -Crackpot could teleport to some absurd locations. We're slowly closing off his access to those. -You would retain your throwable slot weapon when ending your Arena game, before Imprinting. -Thrown weapons will pass through allies again, and your lawnmower skill will work with larger weapons (such as the Dragon Slayer) again. -The grapple range for enemies to find a target was terribly low. -Chainsaw executes (and some others) won't leave bodies hanging in the air anymore.
TWEAKED -The bridge lock in Last Leg receives a quest marker after using the terminal (if the lock has not been destroyed) to help players figure out what to do. -The same bridge lock also responds to damage from Dissonance weapons, in case the player opted to bring in the Christoff loadout. -And while we're here fixing the bridge lock, we've included an infinite-grenade pickup briefcase in addition to the grenade refill box, on the off chance you managed to lose your grenades. -Some sync'd animations wouldn't move characters close together quickly enough. We're tweaking the numbers to see if we can get the feel we want without breaking anything.
HOTFIX -Stake weapons given to you by breaking your broom or baseball bat could go into negative durability.
**Beta [2.01.k]** [Access this build from the ``releasebeta`` Branch on Steam]
FIXED -Body splitting deaths could prevent room progress.
HOTFIX -[MAYBE?] Characters should no longer get stuck in their grapple animations despite being dead. -Achievements for beating Story Campaign and finishing all Arena Wave Stages (also on Madness) has been restructured and *should* work. Please let us know if they're still not applying for you.
**Beta [2.01.l]** [Access this build from the ``releasebeta`` Branch on Steam] **Status:** *Released*
FIXED ⦁ Exiting a door during a cutscene might have caused your character to run back into the door with an unbreakable pathfind order. ⦁ Corrections to light-blockers in the Haunting stage may have fixed some spawn issues with wave enemies. ⦁ Buggy spawner in Fast Track now spits folks out just fine.
TWEAKED ⦁ A few more bumpers added to locations where players and squadmates could get stuck in the geometry. ⦁ Tossed in some zones to guarantee the ghost minions in the final Story battle can never wander outside the play area.
One Week After Release: Retrospective
After what was almost eight years of development on this game, I can't believe I'm writing about our first week post-release.
It's been a whirlwind, guys. It's outrageous to wake up every morning, check Steam, and see that thousands of you are playing the game at once. For years, the player base has been limited to the few original Kickstarter and crowdfunding backers who'd found us early on. Many of you have only just discovered MADNESS: Project Nexus through Steam's marketing, Newgrounds, or our live action trailer. Others have sat patiently for years, awaiting the day that we finally found the nerve to say "Okay, I think this game is done."
Leading up to launch, we were working the most obscene hours we'd ever known. At the beginning of September, we thought we'd make the workload light: 10-hour days, 5-hour weekends. A week in, and that wasn't going to cut it. We kicked things up to 12-hour days, 8-hour weekends. Still not enough. With launch day approaching rapidly, we pushed it to 16-hours a day for 11 straight days, and to handle the post-launch bug reports, we kept that same schedule for a week more after that.
But that's what it takes. To make this project pristine, to keep our promises: that's the cost. Jumping from 50 beta testers to thousands upon thousands of live players means otherwise unknown issues suddenly pop out from the shadows. We haven't stopped addressing and fixing these issues, and after nearly eight years of working on this game, we hope you'll trust that we don't intend to.
Thank you to the Testing Corps beta tester team for helping us crack bugs since day one, but especially now, when time is of the essence. This project could not exist without you.
Thank you to those that found us and backed our little concept of a project back in 2014, or pre-ordered the game without ever being sure that it could be made. We hope your wait was worth it.
Thank you to the Madness fan community, as well as to gamers giving this world their very first try. We hope you'll stick around a while.
Thank you for believing in this game. Thank you for giving us a chance.
-Swain, 1/2 of Team Madness
Beta [2.01.k] Patch Notes
Beta [2.01.k] [Access this build from the releasebeta Branch on Steam]
FIXED -Body splitting deaths could prevent room progress -Stake weapons given to you by breaking your broom or baseball bat could go into negative durability.
Beta [2.01.j] Patch Notes
**Beta [2.01.j]** [Access this build from the ``releasebeta`` Branch on Steam]
ADDED -Integrity check added to file saving. Your old data will not be overwritten if the new data your game is trying to save looks to be corrupted. If you notice any career rollbacks taking place, then it's because you're one of the extremely rare players who may experience their careers being rendered unreadable, but the integrity check prevented the corrupted save from overwriting the old one. If, after this update, you *still* end up with an unreadable career, it may be something more critical, like an OS issue. Either way, we're not done attending to this bug and have alternative fixes we want to test before implementing.
FIXED -[MAYBE?] If you or an opponent were struck just as you sync'd into an animation with them (Executes, Grapples, and Sword Locks namely), then one character could be released from the animation while the other stays in it to completion (or forever, if it's a loop), even after death. We've added a safety that should prevent this, but we'll need bug reports if it continues. -Crackpot could teleport to some absurd locations. We're slowly closing off his access to those. -You would retain your throwable slot weapon when ending your Arena game, before Imprinting. -Thrown weapons will pass through allies again, and your lawnmower skill will work with larger weapons (such as the Dragon Slayer) again. -The grapple range for enemies to find a target was terribly low. -Chainsaw executes (and some others) won't leave bodies hanging in the air anymore.
TWEAKED -The bridge lock in Last Leg receives a quest marker after using the terminal (if the lock has not been destroyed) to help players figure out what to do. -The same bridge lock also responds to damage from Dissonance weapons, in case the player opted to bring in the Christoff loadout. -And while we're here fixing the bridge lock, we've included an infinite-grenade pickup briefcase in addition to the grenade refill box, on the off chance you managed to lose your grenades. -Some sync'd animations wouldn't move characters close together quickly enough. We're tweaking the numbers to see if we can get the feel we want without breaking anything.
Updated Release Build v.1.01.b & Beta Test Build v.2.01.h
Here's what's new:
FIXED -A single door in the Training Mission was preventing players from proceeding past one of the later rooms. -A few spots characters could have been stuck have been given bumpers. -Some invisible bumpers were allowing themselves to be rendered.
Full Release Patch v1.01.b
We're merging the existing Beta fixes into the public build! As always, merging builds may yield unexpected glitches. We appreciate all bug reports to help us resolve those problems. Thanks everyone!
Here's what's changing:
Beta [2.01.b] [Access this build from the releasebeta Branch on Steam] Status: Released
ADDED -Safeguards against file corruption if you should crash while your game is saving.
FIXED -(Maybe?) Turkish players were unable to advance past the Inner City stage. Converting a piece of text from upper to lower case would fail 100% of the time for these players specifically, but no one else, and prevented them from completing the stage. -Sheriff doesn't teleport to his start position in his first confrontation. -Demoniac eyes were the wrong color. -Swamp Zed spawning was broken in Haunting.
TWEAKED -Zed Brutes (G03LM Mk.Zed) have their armor removed. Because they don't have a takedown prompt, it's unfair to make their bodies invincible.
TESTING -There is a soft lock at the fan in Flood Control that can sometimes happen. We've included a few safeguards to stop it, but until we can nail down what's causing it, we can't be sure it's fixed. -It's rare but possible for a character to get caught in an infinite falling loop while using very specific spawn points. We've added safeguards that we hope will prevent this from occurring.
Beta [2.01.c] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -Blood pools had been switched off. -Was possible to create duplicate saves when creating a character.
TWEAKED -Safeties added to prevent Players from killing themselves if they haven't already figured out that Turrets in Seeking Asylum are lethal.
Beta [2.01.d] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -Wonky physics on rope chains decorations.
TWEAKED -Safeguards added to prevent players from getting past the Flood Control giant fan and the Seeking Asylum glass barriers. -Some adjustments to the Orders system to prevent characters following others off of cliffs.
Beta [2.01.e] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -Bossman wouldn't let you hire folks into your empire if you skipped his dialog with the Quartermaster after rescuing the Pilot.
Beta [2.01.f] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -Hidden door to the Sewer in Flood Control was moved from the Fan Room to someplace else. You couldn't return to the room that took you there, but that's been fixed.
TWEAKED -Improved mask applied to Crackpot in the Chasms bossfight. -Climb is a little less grindy in its more tedious parts, and has more guns. The destruction puzzles are also more obvious. -Footlockers and pegboard "lockers" didn't default to having extra magazines for their weapon drops, but we decided they should.
Beta [2.01.g] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -[MAYBE] MERC Zerkers, Mag Agents, and other enemies with an angry charge could get stuck in place and behave as if stunned despite standing idle. -Final Story mission wasn't recording your victory. This prevents beating it again on Madness difficulty, accessing loadouts, or getting your achievement. -Some of the toggle gates in the Sleepwalker Labs wouldn't give you access when up.
TWEAKED -Added a few more colors to the Employer swatch in Arena. -More guns brought in by Zeds during Beat the Streets.