MADNESS: Project Nexus

MADNESS: Project Nexus

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The Rise of SHADE
   
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1.043 MB
7 Aug, 2024 @ 7:37am
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The Rise of SHADE

Description
After receiving a mysterious call, the man on the other side of the line claims to have information and the ability to help with your job.

Replaces every Arena stage in Arena Mode EXCEPT "bus stop" missions, though descriptions for those have been changed slightly.

All the stages revolve around SHADE, a group who's taken over the sector of Arena Mode and are really just being total annoyances. Endless waves haven't been added yet, but will be coming soon, probably featuring rematches against bosses and other goodies.

Mod is currently being balanced, as I want to make sure this is accessible as possible. I played through the entire thing on Normal mode and had a good experience, however I'll hear out any ideas if it's not well balanced.
Any feedback is appreciated. You can do so on this mod page but if you need to contact me direct me, hmu at "hadetmis" on Discord.

Special thanks to Pringless and Lurk, for the mods providing amazing cosmetics
23 Comments
Edward 10 Jul @ 8:19pm 
Can we fix enemy's hp? Because I have a mod with a weapon that deals 50+ damage on crit. It still took me like 3 wings to take out ONE out of the three corpus of Rook (the final boss of Fast Track), not to mention how the small enemies tank 20+ damage without dying.
billy4213 26 Feb @ 10:06am 
I was able to get the foundry waves working after disabling both of the aforementioned mods, quitting the game, re-enabling the rise of SHADE and then restarting the game again
billy4213 26 Feb @ 10:05am 
I ran into a bug while attempting to go through the foundry. I was attempting to play foundry on hard and the only other mod I had that directly affected arena waves in general was S.X.T.W XP training warehouse, which only affected the sleepwalker bed.
Laplace Demon 16 Aug, 2024 @ 5:23pm 
I feel there's too many units armed with automatics specially in madness difficulty i constantly get mowed down even with level 3 tac its fun but it feels very overwhelming
Orange  [author] 14 Aug, 2024 @ 12:09pm 
All good, good to know it's working now!
CapitainFishface 14 Aug, 2024 @ 11:30am 
Thanks its working again. I was stupid not to try turning it off and on again
Orange  [author] 14 Aug, 2024 @ 10:29am 
Thanks for all the feedback A1ex, I'll try to fix the vocation thing like how DarkSignal did like how you mentioned.

Juggernauts and Dimes are kind of underwhelming mainly because Dimes is more a beefed up juggernaut, and they don't attack much. I'll work on their armor and stats to see if I can make more worthy bosses when I also work on adding infinite waves.

And thanks for mentioning the whole campaign, description replacing thing. It was really fun doing it since obviously, custom level support isn't here yet. Stay tuned, and hopefully the endless update will improve on some of the issues people have.
A1ex 14 Aug, 2024 @ 10:09am 
Was playing as maxxed out agent, zero imprints, madness difficulty, dual laser pistols beat everything in this mod, even juggernauts eventually die under heavy fire, I'd add shelded or bulletprrof units like nexus GO3lms or Riot if you want to incentivise melee more. Literally only died once on murder room from a mix of being distracted and platforms getting too silly. Nexus core facility is just a rain of bullets but of course I wouldn't expect anything else from endless hordes of A.V.D medics with automatic shotguns. It's honestly surprising how good tac bar is at keeping you alive. Dimes is a bit underwhelming for a final boss, just a very heavy guy who takes a lot of damage and barely attacks back.
Overall, it's just a pretty fun mod. designs are good, green blood makes it feel fresh, and it's really cool how you replaced the entire campaign in a way that makes sense with all the mission descriptions. Would love to see more of this.
A1ex 14 Aug, 2024 @ 10:08am 
The reason hard sell isn't as hard as it should be is because vocations don't work with custom units right now, so no hacking and no explosions. Darksignal had to replace actual N51 units to mitigate that in their SFOD pack, which is something you could probably do here as well.
Orange  [author] 13 Aug, 2024 @ 4:56pm 
Hey tank, thanks for your feedback, good to know you enjoyed it. I can take a look at the units used in the Hard Sell replacement (A.V.D. and Specialists), but the reason it may not be as hard is because those units are used in other levels as opposed to the OG Hard Sell which was exclusively N51. I'll work on it though, maybe buff them a bit when the next update drops with infinite waves added.