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MADNESS: Project NexusNewsBeta Branch Update v2.19.a Update
In-game event

Beta Branch Update v2.19.a Update

MADNESS: Project Nexus · published 15 Apr 2026, 19:02 UTC · build 22803643

All newsPlayers around this dateRead on Steam

ːmpn_engiː Beta [2.19.a] ːmpn_engiː

[You can access this build from the ``releasebeta`` Branch on Steam]


Hey folks, sorry to announce this one a week after we launched, but there were some BIG changes and we didn't wanna commit to more than a discord announcement until we knew for sure that we weren't gonna have to roll the update back.
Everything's been stable enough so here it is:

FEATURED

⦁ Vessels: The live beta for Vessels is ready. We wanted to get these out sooner than later while we keep testing and working on this big new feature, but the more people using this feature means more testing.

⦁ Character_Ref: You can now create your own custom rig for characters in ModTools, and assign it from their MadCard (using ObjRef). Many enemy types in M:PN have different Character Refs, and this is now available to you.

⦁ Custom Seats: Seats are like “character holders”, such as cloning tanks and medical beds. They can be spawn points for characters (assigned the same way as Doors). A few proxies are shipping with SceneTools, but their real power is when used with your own custom animations. They’re also a way to give players control of a Vessel (but not required).

FIXED

⦁ Playground: Changing your character from one whose head shakes (Tricky, Abominations, etc.) to one that doesn’t, will actually clear out the head shake now.
⦁ The AI was ignoring the AutofireWarmup on the minigun when deciding to release the trigger while autofiring.
⦁ The Arena intro on the bus had ghosted character spawners showing up in the background rather than the characters they’re supposed to generate.
⦁ Bribed characters will be properly counted and removed in the current wave’s kill count.
⦁ The names over the mod/campaign menu buttons were off-center on most aspect ratios.

TWEAKED

⦁ Playground: You can now use the Change Characters machine to become characters that have different Character Refs than the default Grunt (Hiveslugs, Gestalt, etc.)
⦁ Gave non-character mobile objects (physics toys, propane tanks, etc) a kill switch for when they fall too far outside their room.
⦁ The Mods and Campaigns buttons (Main Menu) are now labeled on mouse over. Also, the Campaigns window was not properly disabling the Mods and Campaigns buttons when opened.

MODDING

⦁ Harmony 2.4.2 added to M:PN! Assemblies can now be run directly from your workshop item without any additional file-dragging or extra steps (such as BepInEx). Setup instructions can be found in Part 8 of the ModTools tutorial.
⦁ The first phase for Vessels is now live, along with Seats! Learn how to utilize both in the tutorial, and give them a try in SceneTools.
⦁ Also, the first phase for Character Refs is available in ModTools! This is how unique characters make it into the game.
⦁ For weapons with a rope like Sanford’s hook: placing a LineRenderer component on your weapon in ModTools will use your renderer instead of a generated one when thrown. You can control the values of the line this way, although MPN will control the number of segments the rope has.
⦁ IntegerSet and IntegerIs added to the Event System: Check out the Event System spreadsheet to see how this nifty little scorekeeper event condition/action is used. ⦁ Added Object_Randomizer to SceneTools: Designate a list of objects, and how many of those objects should remain after the scene loads.
⦁ Added Effect_GlobalIntDisplay to SceneTools: Display the value of your IntegerSet Action. Useful for displaying scores kept using IntegerSet.
⦁ Skill MadCards can now be created or modified, but you’ll need to make use of custom assemblies if you want them to actually do anything new.
⦁ Added a List<Object> ModData to World_Object, DataObject, and Career_Data classes, for modders to store whatever custom values they want.

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