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Zandermanith last won the day on July 17

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  1. Zandermanith

    Idea for a new arena mode start

    I feel like that's an idea you might want to expand upon more. Origins currently (Granted they're basically placeholder) are just small passive changes with some starting gear.
  2. Zandermanith

    bug Can't complete intro to arena mode.

    Yep. The team's aware it's broken, they're not gonna bother fixing it because they're currently working on revamping the intro anyway. You'll just need to hit the "Skip tutorial" checkbox in the character creation screen to bypass it.
  3. Zandermanith

    Endless Arena Mode?

    Oh yes, are you also still considering retooling particular Story mode rooms as Arena stages? I remember discussion of that during one of the ancient podcasts and that seems like a rather easy way to add more variety to Arena alongside hand-crafted stages specifically for it. Maybe it could be considered a bit lazy, but hey, given the nature of the game, a lot of rooms in Story mode are basically arena rooms that you don't stay in for as long.
  4. Well at least it's an authentic Madness experience, I mean when do you see Madness guys carefully tap firing with full auto weapons?
  5. Zandermanith

    Endless Arena Mode?

    Most excellent. I have a strong desire to see my OP Arena guy get flooded in gunfire in maps other than Murder Room 5.
  6. Zandermanith

    Approximate release early access in steam

    Summer. Within the first half of summer if I had to take a guess considering the original release date was May.
  7. Zandermanith

    Endless Arena Mode?

    I know proper work hasn't actually begun on Arena mode yet, but I'm wondering if an endless mode for stages will be considered, I assume you can program an automated formula for scaling enemy distribution. Like you could have a stage on Easy, Medium, Hard and Madness and after completing it on Madness you could unlock Endless mode. Mostly I want this because there's some stages I really like the design of (Training Room 3, Abandoned Outpost), but as you get more powerful, earlier stages, even the hardest difficulty becomes absolutely trivial. This is of course, the natural course of power progression, but I don't feel like it has to be that way, an endless mode would give every stage a sense of longevity and replayability. It could either just go until you die or after a certain wave threshold you could be given a coward button between waves to end your run right there, each wave adding a small amount of EXP/Cash to your total.
  8. Have you considered at least making some smaller-magged weapons fire in two round bursts? Like the 20-round rifles, which currently only fire six bursts followed up by a partial burst. Kinda like how the Minigun has a massive 500 rounds to work with and fires in bursts of 10, just like, on the other end of things.
  9. Zandermanith

    Firearms you'd like to see in the project nexus

    The Bren's actually already in the game! MG42 would be neat though.
  10. ...Upon realizing the vent can be re-entered by Hank, the circumstances of this prog stop suddenly become a lot more specific and "If you had this happen you probably did it on purpose" but I'm gonna point it out anyway. On the first elevator sequence where Hank and Sanford split up, if you murderate everyone then have Sanford exit through the door you entered through, Hank and Sanford will both be present on the first floor when they re-enter. If you have Sanford enter the elevator and then have Hank exit through the door then re-enter, Sanford and Hank will be present on the first floor, except the elevator will have already gone up. Hank can enter the vent to the second floor, but Sanford can't, as the elevator requires both members to be present and doesn't feature auto-teleporting, Hank won't be able to proceed up the elevator without Sanford, who's stuck on the first floor.
  11. If they don't change it with the next update, I'll be surprised. I mean I always thought the Merc H Rifle was supposed to be a marksman rifle dealeo, but now it fires in bursts.
  12. Zandermanith

    bug [1.12D] Mag Execution Ragdoll Bug

    Now this requires a rather specific set of circumstances to occur that I just so happened to cause, but I'm gonna mention it anyway. If a character is blown out of a Mag's hand while they're in the middle of their execution attack, they still get affected by the ragdolling prompt that occurs after the animation is finished. Note how Hank was blown off the building and then fell right back off while climbing it at the same time the Mag fired his shot. Just don't mind my bright idea to decidedly fire a DC-NAN at point blank range.
  13. If one companion is dead when you transition into the train chase scene (Or more likely if they die during the animation), then the appropriate cutscene won't play and by extension, the timer won't either. The actual gameplay sequence still played out as normal, albeit skipping the first dodging obstacle, though I didn't care to find out if the timer was just invisible now or not. Also the endless debris that's meant to fall during the "Find C4 in one of a billion containers" section isn't currently falling, not sure if this is a bug or a change, but if it's a change then it kinda renders the exercise of opening a billion containers pointless. Actually just seemingly all the "random" falling rubble is broken. And the door to Crackpot's room goes through the top of the entrance when opened.
  14. Quite a severe bug that I'm pretty sure has been around a while now, although I dunno why I didn't mention it before. In the part of the stage where you have to lob grenades at a doodad to unlock a bridge there's an upstairs (Upramp?) portion and if you stand anywhere in the circle, the camera will move above the ceiling and completely block the camera and only show darkness. It's quite a large portion of the area so it's a bit of a big deal, especially considering that's where the Engineer squad spawns in.
  15. Zandermanith

    bug [v1.12D] Hits Stop Registering

    This occurred to me a couple of times during Climb! and I thought it had be patched out, but it seems that isn't entirely the case. This now happened to me during Seeking Asylum, all attacks will stop registering, both player side and enemy side except for thrown weapons. It came up first during the final friendship test and I was actually saved from it by an Asylum Patient's kick to the face! The second time occurred right at the start of facing the boss, on one hand, now he couldn't hit me at all, but on the other hand, I had to spend several minutes throwing swords at his sporadic rear end.