MADNESS: Project Nexus

MADNESS: Project Nexus

The Supermall Addendum
Näytetään 1–10 / 16
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Päivitys: 2.8. klo 11.09

  • A bunch of fixes to cover objects that were messing with player's aim when the cursor was over them
  • Car cover has been made more reliable, and given more cover points
  • Regular cars that explode can now be used as cover

Päivitys: 1.8. klo 20.14

Reports were coming in of the final boss being able to shoot through the crash site; additional blockers added

Päivitys: 1.8. klo 19.32

  • Tightened the camera zone at DigSite.01 to not go into the wall by hugging the right
  • More casualties sustained, but at least they left their weapons lying around
  • Slightly tweaked dialogue in anger wear
  • Troopers in Act 2 will spawn with the N.Defense instead of the BZN
  • Adjusted camera in shoe store and reduced clutter to improve visibility
  • Added bonus players for anyone who wants to try coop mode (but what would happen??)

Päivitys: 1.8. klo 14.13

  • Added one more micro checkpoint at the food court
  • Added extra safeguards for people who quit while a checkpoint was active and replayed from a previous scene.

Päivitys: 1.8. klo 12.31

Päivitys: 1.8. klo 11.28

Added extra checkpoint after the radio jammer

Päivitys: 31.7. klo 16.45

  • Bullets from strafing runs were hitting sooner than they should, so we tightened up the grouping
  • Added an extra gun at the final boss, even comes with extra mags
  • Assassins won't gang up on you on difficulties lower than Tough

Päivitys: 31.7. klo 11.06

A busted railing in the South Atrium will allow an easy out for people who are scared of ninjas and met them for the first time

Päivitys: 30.7. klo 22.21

  • Added new flanking route to second machine gun nest
  • Added Deadeye and FallTumble Skill to main character
  • Added fix for special boss item respawning after use
  • Added dequesting fix in upper parking

Päivitys: 30.7. klo 14.42

  • Made courtyard stone gardens slightly taller to make them more reliable cover
  • Added extra clutter at DigSite.01 to make ramps the only access point
  • Fixed micro-checkpoint in Act-3 resetting you well after moving on to the next one. Completing the level will fix it.