SRB2infinity ver.2

SRB2infinity ver.2 ver.2 2.1.2

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Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.
I made sure my file(s) follow the Submissions Guidelines
  1. Yes
I named my file(s) correctly (see Filename Conventions)
  1. Yes
I hate to do this, but this is beyond my ability to fix due to dumb limitations in SRB2's Lua implementation:
If playing with a controller, go to Options -> Player 1 Controls -> Gamepad Options, and set "Fire Normal Axis" to "Y-Rudder", otherwise the LT trigger will not work in-game.

In the distant future, without villain or hero, the world is left in a complacent state and is powerless against an unexpected resurgence of Badniks colonizing the planet in little time due to the lacking defence systems. Survivors who have managed to flee to the Low Orbit Station, used for research up until now, created ARKS (Annihilating Robots to Keep Species) and vowed to reclaim the planet from a threat thought long gone since the defeat of Dr. Eggman hundreds of years prior at the hand of long gone heroes. Without them, or any special power at their disposal, ARKS operatives must resort to using conventional weapons built specifically to take on Badniks.

---
There's been quite a history of trying to replicate Phantasy Star in SRB2 with a very incomplete PSO mode going back as far as the Final Demo era in some executables, although the will to do that has mostly vanished over time since then, today, this is finally made real!'

SRB2infinity is a total convertion that changes the core gameplay of SRB2 to resemble that of "recent" Phantasy Star titles, more specifically Phantasy Star Portable 2 Infinity.

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In true Phantasy Star fashion, you'll take on quests where you beat up enemies to gain levels and items so that you can get stronger and beat up stronger enemies that ambush you in increasingly hostile formations in new quests!
You can do so by yourself in singleplayer or in Multiplayer with up to 31 other players! (Although really, Multiplayer is mostly balanced and stable around 2 to 4 players)

There's a Discord server right here if you wanna set up netgames n' all that stuff



Choose between Hunter, Ranger or Force!
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All 3 of these Types have a unique way of taking on enemies by using weapons they're proficient at. Keep in mind, not only can you change your Type at any time without losing your EXP or levels, but you can also upgrade Types to be able to use weapons they otherwise wouldn't be able to! Don’t be afraid to experiment with playstyles you find to your liking by making use of other Types' tools to cover the weaknesses of another!

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As you gain levels, you will gain access to Skills unique to each Type: create your personalized experience by taking the Skills of your liking and wreak havoc on the battlefield!



Explore unique areas !
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Adventure and fight your way through different areas! Each of them will have you traverse different sections and fight new enemy waves until you reach out the boss of each one! Discover numerous data pods across each map giving you information and records of previous ARKS operatives or sometimes entirely different parties. Where will your quest lead you?



The Fight is on!
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Take on waves of enemies as you progress through quests! Your arsenal and knowledge will be key to overcome the odds! Use your weapons' normal attacks to build up a combo Chain on enemies, and end that chain by using Photon Arts for massive damage sure to leave a mark on enemies!

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Offence isn't always the answer to every situation however, so remember to make use of evasive manoeuvres such as dodgerolling or Photon Dashing out of harm's way!

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Improve your gear, either by getting rare drops or exchanging materials! The more you go, the more interesting weapons will be, allowing various unique playstyles along the way!



Frantic Multiplayer co-op!
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Not only can you play the campaign alone, but you can also do so in online multiplayer co-op!
All the progress you make is carried to singleplayer as well!

You can synchronize the level and equipment of everybody undertaking a mission to avoid high level disparity. No matter if someone is way stronger or weaker, everyone is given the chance to contribute fairly!

In Multiplayer, item drops are individualized, so everyone can get different items from the same enemy! Help each other through the waves of enemies and share items with your fellow operatives to gear each other up and face ever-growing foes!

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You can also make use of an enhanced chat with features coming straight from Phantasy Star Online, including chat bubbles and Symbol Arts which can be used to send images selected by the server host in the chat directly with minimal setup!


NOTE: As of this version, local splitscreen co-op is currently unsupported due to some limitations reguarding individualized drops.
Futhermore, dedicated servers currently encounter massive synchronization issues and do not function properly with this mod.




Symbol Arts:
Symbol Arts are a communication feature that allows players to send predefined images in chat by either using the /sa<number> or /symbol<number> chat commands (eg: "/sa1" would send the first defined Symbol Art), or by using the Social tab in the menu.
Symbol Arts are to be defined directly by the server host in luafiles/client/srb2i/symbolarts by using the templates provided in downloads.
Instructions are available in srb2i_symbolarts.zip provided as a download in the thread.

NOTE: Clients cannot send their own images due to limitations in the amount of data a client can realistically transfer to the server, and also to place accountability of potentially offensive Symbol Arts solely on the server host.



Mod Support?
SRB2i has mod support although the documentation and necessary resources (especially for custom quests) are not yet ready.
Modifications specifically cattered for SRB2i should use the "Inf_" prefix (with an uppercase i, not a lowercase L)

Please refer to the modding documentation available here.
NOTE: As of ver.2, this documentation is mostly oudated. It will be updated at a later date.



Known issues:
  • There are very rare instances where multiplayer causes one's save to get corrupted, the game makes backups of your save everytime you join a multiplayer session in the rare event where this can happen.
  • The game will crash consistently in the software renderer if using the 1920x1200 resolution due to a bug in SRB2. Consider lowering your resolution or using OpenGL if you intend on keeping it.
  • NetXCmd errors show up when players join multiplayer games. This is normal.
  • Dedicated servers currently experience many synch issues and are not recommended.



Credits:

GAME DESIGN:
Lat'
GHNeko

LEVEL DESIGN:
Lat'

PROGRAMMING:
Lat'

PROGRAMMING ASISSTANCE
TehRealSalt (Party Leader system)
JohnySpec (Bugfixing)

SPRITE ARTISTS:
Sonic Team Jr. (SRB2 assets)
Lat'
HirukaHaruka (Weapons)
Chirei (Most inventory icons for things other than weapons!)
Pallaris (Pit T-Mag)
TelosTurntable (Concept art)
Gunla (Item crates)
Flacke (Weapons)
Cyron (Weapons)
FAVman33 (Crawla Plush TCSM)
FabulousNinji (Omochao TCSM)
SpinSlash165 (Egg Rock TCSM)
^ the 3 above count as open assets within the Pets release.

TEXTURE ARTISTS:
Sonic Team Jr. (SRB2 assets)
Lat' (I promise it's the last time I show up)
rairai104n (Coast area textures)
Cyron (Arena billboard)

TESTERS:
GHNeko
Amethirst
Mill
Flacke
TechnoGod
TelosTurntable
Snu
Spectorious
Slowboye
Cyron

MUSIC CREDITS:
Go Infinity - Phantasy Star Portable 2 Infinity
Image of Hero - Phantasy Star Online
Valentine - Phantasy Star Online
Raffon Meadow - Phantasy Star Universe
Little Wing - Phantasy Star Portable 2
Weed Out - Phantasy Star Online 2
Galenigare Mine - Phantasy Star Universe
The Madness the Machine Sparxx - Phantasy Star Universe
El Bals Mountain - Phantasy Star Portable 2
Awoken From Permafrost - Phantasy Star Online 2: New Genesis
Prepration for Battle - Phantasy Star Online 2: New Genesis
'IDOLA' Have the Immortal Feather - Phantasy Star Online
'IDOLA' Have the Divine Blade - Phantasy Star Online
Abandonned City, Mellvore - Phantasy Star Universe
Empty Space Out Of Control Part 1 - Phantasy Star Online
Central Mother Probe - Battle - Phantasy Star Online 2
Emergency - Phantasy Star Online 2
Dive into Constellated Sea (Sector 3) - Phantasy Star Online 2
Enemy flagship Assault (Prelude) - Phantasy Star Online 2
Tears of the Moon - Phantasy Star Online 2
Nostalgia in Solitude Part 2 - Phantasy Star Online
The False Credo - Phantasy Star Online 2
Valhalla - Phantasy Star Online 2
The Last Story - Phantasy Star Universe
Rose Confession - Phantasy Star Online
Challenge Lobby - Phantasy Star Online 2
Divide Quest ~ Area 1-4 - Phantasy Star Online 2
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Author
Lat'
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Latest updates

  1. Patch 2.1.2

    Well an emergency patch hasn't happened in a while for my defence. FIXES: Fixed Wands and TCSM...
  2. Patch 2.1.1 + plans for 2.2

    Here's a small patch to correct some minor issues. Do note there is also a little survey here...
  3. 2.1.0 Release!

    It's been a little while and there has been a liiiiiiittle bit of scope creep, but update 2.1.0...

Latest reviews

This RPG is AMAZING. The weapons, the abilities, passives, EVERYTHING ABOUT IT. I can't even find the words for my gratitude. I just got done with stage 2, level 2, but far before that I was already ADDICTED.
If you're thinking on improving it in any way (which is nearly impossible in my eyes), I do have one request.
About the badnik weapons for the force class. It doesn't quite make sense that cool robots like that are only used as hand weapons.
Which is why I'm suggesting a new class: The Engineer.
It could either be unlocked in a certain way, or just enable it when someone gets their first badnik weapon.
Someone could control their summons in certain ways:
1: Follow (summon automatically uses light attacks)
2: Transform (player becomes summon, able to use heavy and light attacks)
Upvote 0
I can’t believe I’m saying this… It’s actually more fun than the original!! Only trouble is trying to convince friends who don’t even know what pso or srb2 is to play…
Upvote 0
I love this mod and I just love everything about but could you tone down the difficulty a little with the Harbinger enemy class? Though I have no grudges with the class, the Gylir Cannons specifically are infuriatingly persistent with their machinegun abilities being a potential beginner nightmare that'll make the beginner drop a one star rating on this mod
Lat'
Lat'
Thank you!
For what it's worth, Gylir Cannons will stop shooting and enter a cooldown period anytime they take any damage, even a weak shot from a ranged weapon will do the trick, lingering attacks like Quick Gash, Skyfire Salvo and Rabarta are particularly effective, and statuses like burn or poison disable them entirely as they keep ticking damage over time!
Alternatively, the Assassin (an easy to acquire rifle in hard mode) can reliably kill them in a single shot with little investment in ranged attack.

Long story short, there are plenty of options to deal with them!
Upvote 0
Amazing! This just turns the SRB2 into an rpg! (Plus, it works great with neo sonic.) And (even though it says it's not compatible for Android) it works on Android almost perfectly (I was playing on my tablet and this is great!)
Upvote 1
I feel after what now? 365 hours of playing this mod, I think I should give a review.

This mod is incredible, the combat is nice, the hub you're gonna be spending an hour at a time in because people won't turn in the quest is nice, and the bosses are really well designed in my opinion. (except .executor I hate .executor and his stupid Jellen and Zalure spam in VH) There also seems to be a running gag in the Discord where everyone wants to kill Viper? I don't really get this, just move out of the way of the attack he's obviously cueing.

I'm very glad v2.0.0 came out 2 days after I started playing, as v1.10.3 (I think that's the right version?) was good, it did just feel like a tech demo. I downloaded v2.0.0 and was surprised to see all the new weapons, you aren't locked in place anymore when attacking, and the best change, dodge rolling costs 0PP.

The Datapods and NPCs are fine, out of the way enough where if you don't care for story, you don't need to interact with them, but if you do like the story, there just, there? The story is pretty good, but not exactly a selling point, but I don't think it was ever intended to be that way. Just a quick 10 second distraction from the fighting, and that's fine.

The weapon potentials are a plus, adding some variety to a palette, although I've been using the same strategy of spamming Ms. Confille's Revolt Aim Lock-On since v2.0.0.

Progression seems to work as well? I've forgotten most of my earlygame time, but I don't remember any major issues, and new people that join SRB2infinity servers don't seem to complain. So I'll say you get a point here.

Level Sync is one of those things you hate at first, then come around to loving it once you hit max level.

The new stuff for v2.1.0 is great too, Free Fields being way more addicting than I thought they'd be. Just that "CROSS BURST!!!!!!!!" sound activates so many neurons in my brain. Challenge quest is a great thing to do in Singleplayer, it's pretty fun, I like it. Multiplayer however, because the average intelligence of an SRB2infinity player is -9, they just break every monitor, get hit by every enemy, and respawning drains 20% VR, so we lose in ~30 seconds each time.

I only have 2 issues, the first, stuff just, isn't explained. The Cafe is great for lategame, seems like it would be good for earlygame as well, but I never see new people use it, as they don't know what it is. Element% is also one of those things you have to know, I feel like it's obvious it's bonus damage, but it's not enough where it's obvious there even is bonus damage. There is a changed F1 menu, but it misses some important points that new players ask a lot. (equipping items, starting quests, type counter, how to open the menu, etc.) Additionally, I found that the 1-7 keys actually do something in v2.0.3 on accident. 1-6 quick swaps weapons, and 7 opens a quick menu for consumables. This alone made the mod much more fun to play, but it isn't mentioned anywhere in the mod that this is a thing!

And the second, this is a thing that v2.1.0 caused, now that the level cap is 100, the weapons originally designed for level 80 are just, grouped in with the ones for level 100, unobtainable at level 80. The Lumiel series is also way too hard to get, especially now that they're not one of the best anymore.

Also new players, It's fine to ask things you don't know about this mod, there's typically a guy in the server willing to answer.

Anyway, this is a very obvious 5* rating. Best mod I've played by far. Better than most full games I've played so far. Lat' has said they want to make their own game and is using this to test game design, now I know I will be buying that day 1.
Upvote 1
never played pso but this is AMAZING
[PROS]
-insanely fun combat
-builds
-customization
[CONS]
-genuinely none, any "cons" are just a matter of me having a skill issue
[CONCLUSION]
better than srb2p imo
10 peesoes out of 10
Upvote 1
I have never had anything to do with phantasy star online before.. and still don't. So I have no idea how well anything is ported over from the original, what adjustments have been made, etc.. that didn't stop me from enjoying this addon a lot though.
Combat takes some getting used to, but it gives a more tactical feeling, along with the satifaction of building up a big chain for big damage, it's pretty great. dodging is useful, both in mobility and avoiding attacks and allows for some clutch moments, but luckily not the end-all-be-all tool for every situation, positioning is still important, so it overall manages to have a good mix of both. I also like how the npcs scattered around the hub have something different to say after every mission.
And multiplayer, I only got to play with one other person, but the experience for that has been positive as well. you get to keep your own gear, can share items and overall feels pretty synergistic. and multiplayer support is just always fun.

There are some things i'd like to critique though. To start with something minor, the Jump Pads early on feel like a relic of development, given how we not only never see them again after the early missions, but also see them replaced with springs later on.
The coffee shop felt rather... useless, until i was pretty late into the game. i never found materials for it and the gear would've been outdated pretty quickly anyway. Having a limited inventory of 60 also feels a bit redundant, because consumable items are stacked and have their own limits anyway, so it's kinda just for gear you find. And I know we could have more space, the storage exists after all. The fact you can just send anything at any time there anyway makes it less of a consideration on what to bring, but just an inconvenience to bring more items to sell.
The length of the Missions also blows up a looooot later. From beating a mission in 10 minutes at first to later on get an S-Rank after almost passing the 1 hour mark in a mission.
A bigger point for me would be how poorly some things are explained. And if there's a place in the game that explains it, i have no idea where that's supposed to be. for example, elements. weapons, some skills and even armor can have elements and enemies have elemental weaknesses as well. But for a long time, i wondered if it even did anything. Testing the same attack on 2 different enemies didn't feel any different, despite one of them being supposed to be weak to it. Did i do extra damage, does it have an extra effect, do the elements even work?.. They do, but i didn't really feel it until i went all in with elemental damage. And the elements on the armor are even less transparent, because.. what kinda damage do the enemies even deal? how do i know? do most of them even deal any? Is it even supposed to be a damage reduction? And besides the elements, the game fails to explain other minor things like the how technique-based weapons allow you the freedom to choose for yourself what attacks build chain and which ones break it. my coop parter also didn't know about a lot of things, until i told him, like how units work, how you can quick-switch weapons with the corresponding weapon buttons (doing it via the manu is pretty clunky after all), that you can level up your weapon proficiencies or that you can buy new skills at the shop.
Lastly.. there's a bunch of endgame gear to grind and unlock, but.. for what? there's no endgame to speak of. nothing feels like it was meant for this equipment, even though max level is where you really start unlocking all your possibilities, all the variety and some extra rare gear. but you can beat everything in the game with much less. so what's the point in even grinding anyway, particulary the last few levels don't feel like they're really meant for fun repeat play. i guess the Arena kinda fulfills that, but it's limited and not enough, especially since it's pretty much the same every time and lacks the usual stage gameplay. No cool post-game stages, enemies or bosses for my shiny gear. But i suppose, it all boils down to.. i just want more.
I know the negative section is a bit longer, but don't let it fool you, the issues are overall relatively minor compared to how this is has been a very fun experience for me, it's a great Addon with lots of effort behind it. I had a lot of fun with it and am certainly looking forward for more!
Lat'
Lat'
Thanks for the insightful review!

To go point by point...
-Yes, jump pads are relics of v1.x, however, I didn't change the level design of these earlier maps as there was nothing inherently wrong with them and remaking them would've taken time that was better spent making on the new stuff.

- The café shop lets you exchange rare weapons from the fields for the weapon types of your choices and eventually fuse all of them into a stronger weapon. It also has exchanges that act as a pity system for rare drops in hard mode.
Also worth knowing that you can get items to "limit break" weapons from the café which boost their stats closer to the strongest weapons, which lets you keep using the ones you like the Potentials of.

-Inventory space is more of a holdover from how things are in the source material rather than specific consideration being put into it. I don't actually have anything more to add to it but it's maybe something that'll be taken a look at eventually.

-Mission length is intentionally much higher starting with the ver.2 content. Missions before then were very easy to complete without putting much thought into bringing anything, whereas the longer ones means players prepare a bit more and also make use of telepipes every now and then. 7-2 is of course intentionally the longest mission.

-Weapon / Armour element is indeed not explained anywhere and kind of relies on general gaming tropes of "hit weakness for more damage". Every enemy does actually deal elemental damage, the element being the opposite of their main weakness (Fire <-> Ice, Elec <-> Earth, Light <-> Dark), and matching armour element with enemy attacks' will reduce damage.
With that said, I'll look into adding ways to tell which element dealt damage to the player as well as some extra visual flair when hitting enemy weaknesses.
Overall, I'd like to add some tutorial missions to explain both basics and advanced concepts with more numbers at some point but it unfortunately isn't in the cards yet.


- The lack of postgame is something that is being adressed in the next update which will add a new difficulty level to all missions (and new non-story missions) where strong equipment and mechanical skill is *expected* of the player.
Right now, it's true that equipment (especially 10 and 11-star rarity gear) outscales the difficulty curve set by late hard mode.
Upvote 3
MULTIPLE WEAPONS WITH MULTIPLE ATTACKS? COUNT ME THE HECK IN AND LET ME COOK (Laughs in Devil May Cry player)
Upvote 0
First off, love the mod. In fact, the most fun thing to do in SRB2. I played it for at least 3 days straight and love having the modded characters available to use. No shade or anything like that, but I've encountered an error on map 7-2. The first enemies won't load, but the rest works as intended. I know It's beta and issues are expected, just wanted to ask if this happens to others or if there is a fix for it. I'd love to play further and look forward to the mod updating in the future.
Upvote 0
I said it once and I'll say it again, this mod is one of the best if not the best conversion mod for the game, last time I played it alone and it was amazing and now with a friend and with all the new additions I just feel bad for all those fans of games of this style who don't know the mod, 20/5 god tier,also i hope one day there is a pvp style mode
Upvote 0
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