

Behold...MADNESS!
This rundown has been designed to provide a mostly vanilla experience while still providing unique twists on objective types. There are currently 14 expeditions spanning A-tier to C-tier (with more to come!), each designed to gradually introduce the player to new mechanics so the later levels can elevate them to insane degrees. Each tier will more or less get progressively more difficult the further you explore.
MADNESS is mostly made for enjoyment and not for the story, but perhaps you may find some story elements the further you descend. While this rundown does not delve into the deep side of the modding scene (custom enemies/guns and the like), there are a few non-standard mechanics present as you make your descent.
New Alarm Modifiers/Classifcations
Current Expeditions
Custom Progression
Voice Acting
Heavy SMG
- Moved to the Special Weapon category
- Increased Clip Size from 33 to 40
- Increased Ammo Capacity (40+160 MAX)
- Massively increased damage
- Increased reload time from 1.55s to 1.75s
- Increased shot delay from 0.087 to 0.105
Bullpup Rifle
- Decreased Reload Time from 2.1s to 1.87s
Sniper
- Values & recoil reset back to pre-R8 release (rip my boi)
Scattergun
- Values reset to pre-R8 release
D-TIER
E-TIER
F-TIER
New Levels Released!
The remainder of C-tier has arrived. Dare you venture downward into the depths..?
- Now available: C4 - Signal
- Now available: C5 - Bypass
- Now available: [://ERROR]
New Dependencies!
- PartialData by Flowaria
- AWO_PartialData_Hotfix by hirnukuono
- LGTuner_Dimension_Hotfix by hirnukuono
- AWO_Countdown_Hotfix by hirnukuono
- WardenIntelOhBehave by hirnukuono
A1 - Elevation
- Renamed a couple of zones
A2 - Elevation
- Swapped the Chargers in the Reactor for a more tier-appropriate alternative
- Renamed a couple of zones
A3 - Contaminant
- Fixed an issue where you could accidentally (or purposefully) re-infect the entire level
- Changed the Objective Zone in Main
B2 - Cryptography
- Renamed a couple of zones
B3 - Identity
- Renamed a couple of zones
B4 - Twilight
- Renamed a certain zone in Secondary
B5 - Awakening
- Renamed a couple of zones
- Swapped 2 Terminal locations in Main to make them more visible
- Added Progression popup in Secondary to prevent possible checkpoint "softlock"
- Changed how the waves in Overload function (overall same difficulty)
C1 - Shutdown
- Removed ability to cheese Error shutoff in Secondary
C2 - Tether
- Now with 100% less Matter Wave Projection
C3 - Overrun
- Added slightly more resources to Main following Objective Completion
- Fixed issue in Secondary where waves were 1/2 sized & sometimes mega-delayed
- Incorrect Overload Completion no longer forcibly skips a certain Alarm
- Incorrect Overload Completion Alarm now re-activates properly on Main completion
- Workshopped many text-based events
C3 - Overrun
- Fixed softlock if you decided to not do a Prisoner Efficiency Run (oops)
- Removed FogShift events if Reactor is completed before beginning Overload
New Dependencies
- SecDoorTerminalInterface by GTFOModding
- EOSExt_SecDoorTerminal by Inas07
- EOSExt_Reactor by Inas07
A3 - Contaminant
- Upgraded Sector B Entrance Gate
B2 - Cryptography
- Fixed duplicating Cargo Crates
- Updated WardenObjective text
B5 - Awakening
- Fixed duplicating Neonates
- Updated WardenObjective text
- Upgraded Sector C Entrance Gate
C1 - Shutdown
- Shadow Error no longer restarts on Secondary completion
- Significantly increased Flyer error to compensate
C2 - Tether
- Moved Checkpoint from the Warp Gate to the previous zone
C3 - Overrun
- Small nerf to a certain enemy wave in Overload
- Overload progression will no longer cause ceiling scans
- Increased ScanSize of 2 certain scans to hopefully prevent sadness when playing with BOTS
- Changed the Team Scan on Overload to be a Class I F (remains non-alarmed)
- Added more hibernating enemies to Overload
- Added a Scout somewhere in Secondary
B2 - Cryptography
- Added slightly more Ammo to the level
C1 - Shutdown
- Fixed potential Progression issue if CellDoor is not interacted with before insertion
C3 - Overrun
- Extraction Scan speed is no longer pointlessly slow
- Adjusted Enemy Spawning
- Fixed several WardenIntel messages that were incorrectly formatted
- Fixed Progression popup not popping up
C1 - Shutdown
- Repositioned the checkpoint due to Vanilla bug issues
Scan Adjustments
Class U
- Changed to be Classification 'E'
- Updated the log file in A3 - Contamination to match the change
B2 - Cryptography
- Changed the Class V M U to a Class VI E
B3 - Identity
- Added ProgressionText on the entry to Z137 to provide better guidance
C3 - Overrun
- Slightly adjusted how the Fog shifts during Overload
C1 - Shutdown
- Slightly nerfed the Class VI
- Edited DoorText on Z385 SecDoor to better match Objective Progression
C1 - Shutdown
- Hotfix for potential softlock in Main
- Fixed mismatch of ObjectiveText in Secondary
New Levels Released!
C-tier has finally made its debut!
- Now available: C1 - Shutdown
- Now available: C2 - Tether
- Now available: C3 - Overrun
- (C4-C6 are WIP and will be released at a later date)
Weapon Changes
Heavy SMG
- Nerfed Ammo Capacity (40+200 -> 40+160)
- Nerfed Rate of Fire (0.078 -> 0.105)
B2 - Cryptography
- Fixed a missing Progression popup
B3 - Identity
- Removed 2 unnecessary scans from security doors
- Increased difficulty of extract waves
- Increased difficulty of blood door to better match the Class III alternative
- Also added a Cell req. to the above to ensure only 1 door may be chosen
A3 - Contaminant
- Workshopped some Warden Intel/Progression
- Added slightly more resources to Zone 61
B1 - Triangulation
- Workshopped some Warden Intel/Progression
- Added slightly more resources across the filler zones between Uplinks
- Fixed Events misfiring on the Class II R Alarm
B3 - Identity
- Changed the Class IV Cluster to a Class IV Distant on the door to Zone 184
Scan Adjustments
- Modifier 'F' scans with full team requirements now actually require all team members to be present
- Class 'R' scans now have distinct colors/text
A1 - Basis
- Workshopped some Warden Intel
A2 - Elevation
- Adjusted Fog visibility in Secondary
- Adjusted Fog infection rate in Secondary
- Slightly more resources in Secondary objective zone
- Removed/Adjusted text for certain doors/Warden Intel
A3 - Contaminant
- Rewrote the intel provided for Class 'R' scans on the log file
- Rundown release!