TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 MADNESS: Project Nexus 

 

Developer

 GIBBING TREE, LLC 

 

Publisher

 GIBBING TREE, LLC 

 

Tags

 Indie 

 

Singleplayer 

 

 Co-op 

Release

 2021-09-29 

 

Steam

 € £ $ / % 

 

News

 130 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/488860 

 
Public Linux depots

 Madness: Project Nexus Depot Linux [3.23 G] 




LINUX STREAMERS (0)




Release Update [1.05.b]

A big merger update coming your way, folks!

We're putting everything from the many Beta updates since the Magiturge release into the public build. Here are some of the highlights:



[h2]**Beta [2.06.d]**[/h2]
ADDED
Holding ALT while making a purchase will auto-equip that item, if possible.
The "Hold Shift" and "Hold Alt" indicators in the inventory now change colors to indicate what you're holding.
In Fast Track's fourth car, Half-Mags and Mags can each climb up top to chase you.
Arena Hirelings will warn you that they were unable to level up due to level cap when arriving back at the HQ. They'll also display a lock icon over their level when examined.
FIXED
Mashing the Swap Weapons button (TAB) when leaving an Arena stage would wipe out your purchased weapons for any junk weapons you're carrying. Great way to sneak a crappy wrench out of a stage, in exchange for that nice $4,000 SMG you bought. This should now be fixed.
A few cutscene, mission, and skill description typos.
Looking up the Arena HQ ramp that leads from the Hub room to the Helipad, you can see a bare wall at the top. This has been replaced with a better effect.
Removed a spawn point in Foundry that could allow some opponents to linger off screen where they could shoot you without recourse.
More protection added to the ramps in the second train car of Fast Track, to keep Mag executions from trapping you in the geometry underneath them.
Bandit headgear had a large collider that made them look like they're floating off the floor when knocked off of someone.
Being over-encumbered wouldn't recalculate your downgraded dodge or sprint correctly. Also did some work streamlining the calculation process on the back end.
The Gambler wasn't walking away in Contract 3.
Some background characters weren't disabling their body-smock when wearing an outfit (such as the ravers in Contract 3).
Leaping Zeds couldn't be countered with the appropriate skill.
Orderlies weren't grappling properly at the end of their dash attack.
TWEAKED
Magiturge wands are now available all at the same time, rather than starting only with Plastic and unlocking one-at-a-time as you advance through stages. To balance this, wand addons will instead be unlocked over time (the way gems already do).
Nerfed AAHW Half-Mag health. They still hit just as hard.
Clarified the descriptions of the Wizard Staff melee weapons (it wasn't apparent that their real power comes from charging them up).
When buying from the Arena Quartermaster, you can now swap between hirelings in order to compare their weapon and armor stats to the items you're buying them.
Added a few more Wildlander and Poltergeist enemies to the later waves of Haunting at Nevada House. Poltergeists are also a little faster.
Demoniac Demonstrator units use a deadlier skillset when dual wielding.
New descriptors for the waves of some Arena stage, such as Fast Track being called "Car 4" instead of "Room 4", etc.
Cultists will get through the windows in Haunting of Nevada House a lot more quickly.
Being over-encumbered can downgrade your Tac-Bar up to two times rather than only once.
Tiny nudge to grenades when they impact the floor, to keep them from "physics-ing" through the floor in some areas.
Dissonant Robots can be thrown when countered during their charge (with the appropriate skill).


[h2]**Beta [2.06.g]**[/h2]
ADDED
The Agent Origin's new origin skill allows their pistols to stunlock enemies and ignore even more Tac-Bar within their sweet spot (once you've got the skill). We're also giving 'em the AAHW voice set.
FIXED
The enemy indicator that appears over off-screen opponents at the end of waves will get wiped when you bribe them as the Mercenary origin.
Despite being the worst driver in Nevada, Doc can no longer kill you at the end of Fickle Friends by accident.
Trying to play Sleeper Labs with four players would break the stage select screen.
TWEAKED
The Patient Origin's imaginary friend got a tweak. We won't ruin the surprise. Also, the Patient is invincible at the moment the friend is summoned.
The Infinite Ammo powerup now applies to melee durability as well.
Significant weighting multiplier (currently x5) applied to Acrobatics XP earned in Arena. This should help casual acro gain for most players.



[h2]**Beta [2.06.h]**[/h2]
FIXED
Disquieted Mask found yet another sneaky way to be unequipped. That's been cleaned up, *again*



[h2]**Beta [2.06.i]**[/h2]
Tiny update today with a bunch of typo fixes.
By this weekend, we SHOULD have all beta fixes merged into the release build!



[h2]**Beta [2.06.m]**[/h2]
FIXED
Updated the controller system to be compatible with Steam's controller settings (again).
Bunch of typos fixed.
TWEAKED
When given the prompt to allow a controller to take control of Player 1, pressing Start or A on your controller will confirm YES, and pressing B counts as NO. The previous button system was confusing.


[h2]**Beta [2.06.n]**[/h2]
FIXED
Small update to how background characters handle outfit pieces that should and should not remove the part they belong to (such as gloves removing the hand objects, but *not* for fingerless gloves, etc.)


[ 2022-08-22 07:46:27 CET ] [ Original post ]