IMPORTANT: We set each of the three pre-rendered videos (Gibbing Tree logo, MPN title card, and New Story career intro) each to different settings. Please let us know which ones DO and DO NOT work for you! Some players have been having issues, so we're trying a spread of ideas.
ADDED: The final demonstration snippets on the main menu are in! At a glance, players will have a better grasp of what each mode is. TWEAK: Acrobatic squadmates will be more likely to dodge out of the way of enemy grapple attacks just in time. TWEAK: Your squadmates are less prone to being combo'd by opponents. TWEAK: G03LM tantrum grab will still result in a Distracted (back-grab) condition even if they manage to grab an enemy. TWEAK: Sheriff Boots have the spurs toggleable on/off from Colorizer. TWEAK: G03LM Mk1 slightly less tanky, but not by much. TWEAK: Imaginary Friend is more aggressive, and gets a big damage buff to its fists based on your level. They'll get extremely beefy fast. TWEAK: Squadmates will run back to you if they are too far and without orders. Combat used to prevent this. TWEAK: Updated how units find a location to spawn into the world or teleport. Be on the lookout for this causing issues, even though it's been fine in testing (like that EVER matters) TWEAK: Better pacing with how HQ shops respond to you with voices. TWEAK: The old eye gouge execute got a facelift (lol?) FIXED: Brute was blocked from entering Pit Stop through the wrecked car. FIXED: Under the right circumstances, Coin Holders in Slaughter Time could prevent the next squad of enemies from spawning. FIXED: Turrets wouldn't vanish after death. FIXED: Sometimes, large enemies might screw up the way a character is targeted by A.I.. Don't ask. FIXED: Firing your weapon could prevent you from blocking for some time afterwards. FIXED: Sweet Tony wakes up properly. FIXED: Allies not able to incap properly. FIXED: NPCs should no longer go hunting for weapons when they have an order already. FIXED: Vampires outside Club Advent no longer run down the stairs after jumping in.
Update [1.41.g] Patch Notes
ADDED: Pre-rendered introduction added to new Story Campaign games! ADDED: Tricky in the Load Screen TWEAK: Since Jeb has a busted sword by default, we made his original loadout available after beating Commercial District 2: Sleeper Labs. TWEAK: Binary Sword moved to purchase at Fence, and the Stop Sign is now available there as well. TWEAK: Asylum Patient faces brightened up to make them more distinguishable vs Grunts. TWEAK: A little clean-up on the flashback cutscenes with Christoff. Also, once you're in there, you HAVE to finish it to proceed. FIXED: Pathing in Murder Room. FIXED: Enemies that spawn into overworld sectors will have their default equipment if not given anything else. FIXED: Dead squadmates (or yourself) come back to life when leaving any stage. FIXED: Skip Stage button won't wipe your equipment out anymore
Update [1.41.f] Patch Notes
DISABLED: Steam Achievements until we can develop those further. ADDED: SFX sweetener when a room goes unlocked after clearing it, to remind you it's time to move on. TWEAK: Binary Sword now breaks into a smaller version of itself, before then breaking into a hilt. Jeb now starts with that broken version by default, but can be assigned the full Binary Sword on replays as a loadout. FIXED: Story characters should reset stats to normal if playing them in a stage. This ought to fix the post-credits cutscene issue with Jeb losing telekinesis. FIXED: Smoothed out transition between emote animations. Interrupting one emote for another would often cut awkwardly and immediately into the next animation. FIXED: Damage Tick wouldn't show for the attack that killed your target. FIXED: Commanding squadmates to pick up weapons won't result in them trying and failing anymore. FIXED: Units will swap out of weapons they've depleted.
AI UPDATE: -More aggro the more enemies targeting them -Finds a spot to attack from that is opposite where melee attackers are coming from -Can push through crowds if they HAVE to move through them -Smarter dodge (always snap first if it's a combat dodge) -Dodge out of crowds when surrounded by melee attackers -No more walking (instead of running) in combat when melee threats are near -Can juke enemies by making enemies attack sooner than they want to. -Will dodge away from exploding barrels
Update [1.41.e] Patch Notes
ADDED: An additional cutscene to play after you've beaten the game and watched the credtis. You can also reach it by accessing the Credits through Mystery Dude's cave paintings. ADDED: Introductory rooms for Hard Sell, Haunting of Nevada House, and Slaughter Time. ADDED: New voice sets for Hank, Hofnarr, Pilot, Quartermaster, VendeVice, Toughs, and Orderlies! TWEAK: Gudgeon Swarmers in Slaughter Time will now punch you relentlessly. We made their fists weaker, but expect to get ganged up on a LOT. TWEAK: Experiment's claws were nerfed. Same bonus damage, but some hidden bonuses were removed. TWEAK: Brute takedown animation tweaked so weapons will end up falling through the ground much less often. TWEAK: Nexus Core flags altered to look les Third-Reich-y. Like, we get it. They're the bad guys. FIXED: Experiment's Scary Origin skill should work again. FIXED: Infiltration missions did not allow you to proceed when finishing an Infinite Checkpoint. KNOWN ISSUE: There is a sound that won't turn off after experiencing the post-credits cutscene. Only restarting the game will resolve it (thanks a ton FMOD, you were such a great investment) THIS ISSUE HAS NOW BEEN FIXED
Happy Madness Day!
It's that time of year once again folks! Time for more badass Madness 'toons, games, music and art over on Newgrounds today (and every day, frankly.) So git'cher butt on over to the submission page and CONSUME THE MADNESS!
Banner by KitsuneYuki476
We'll see you all again in ONE WEEK for the release of the game!
Update [1.41.d] Patch Notes
ADDED: Arena has a new system for its Infinite Waves, which are now broken into Checkpoints. Completing all waves in a checkpoint resets the wave, but the enemies will be Imprinted to be more difficult each time. Please help us test this new feature! FIXED: Hazards were bouncing you wildly far away.
Update [1.41.c] Patch Notes
ADDED: Tutorial now also teaches Charge-up Attacks TWEAK: Cleaner access to the Flashback Cutscenes in Story Campaign when viewing Mystery Dude's cave art. FIXED: Directional sound uses the correct speakers when the camera changes direction (it used to only be based on position) FIXED: The final Flashback Cutscene started you indoors. Now it starts outside, with a little tasty reference to Madness Combat.
Update [1.41.b] Patch Notes
ADDED: The Massive can yank the helmet off of dizzied G03LMs now, rather than being too big to do it. TWEAK: Arena hirelings will do a better job avoiding Murder Room pits before they fall. TWEAK: Several safeties instituted to keep career saves from being nuked if something goes wrong during the save. FIXED: The Massive can operate the stairs in all Contract Missions FIXED: Leaving the Mag Bandit fight would cause Hank to float in the air forever.
Update [1.41.a] Patch Notes
ADDED: New Tutorial game for beginners to learn the ropes (Controller commands version coming soon). ADDED: New playable Story Cutscenes added between all sectors. They only play once, but can be accessed again by viewing the Mystery Dude's work in the Outskirts gas station. TWEAK: Press RETURN during the load screen to start the next scene immediately after the load is complete. TWEAK: Stats adjustments to a bunch of armor in Arena.
Update [1.40.a] Patch Notes + Demo Notes
ADDED: New official Gibbing Tree logo and intro. ADDED: Bandages Skin added to the Skin Picker. Go be Madness Combat 4 Hank! (He wasn't that good though) TWEAK: Bribed Enemies and Troopers will exit the Foundry at the end of the round via some new ladders. FIXED: Some errors with Gestalt in the Climb stage. FIXED: Small changes to how enemies path when first entering a room.
The demo has also been updated To be on the current build of the game. There is no new content, but all the bugfixes, balance changes and improvements over the past several months.