SRB2infinity ver.2

SRB2infinity ver.2 ver.2 2.1.2

Well an emergency patch hasn't happened in a while for my defence.

FIXES:
  • Fixed Wands and TCSM cast animation breaking under some circumstances due to the Photon Flare fix.
Here's a small patch to correct some minor issues.
Do note there is also a little survey here for anyone interested in giving feedback, whether or not you want to elaborate upon it:


CHANGES:
  • Added a fallback mode for controls to function on Android devices. They will work like they used to in 2.0.X but without the possibility of remapping them.
    • Do note that Android is unsupported and I will not be fixing bugs that occur as a result of playing on that platform.
    • Using a controller on an Android device will make the controls behave like on the PC version and make them remappable as normal.
  • Adjusted the Potential "Photonic Sap" to silently restore PP and also deal at minimum 1 damage in conditions where damage should be dealt to the player.
  • Adjusted the Potential "Photonic Keeper" to silently restore PP.
  • Items dropped from the Drop Capsule in Free Field Quests will now despawn after 5:00 instead of 3:00.

FIXES:
  • Fixed an issue that could cause enemies to stay without gravity in blowdown states, causing them to stay stuck to the ceiling and sometimes lead to softlocks.
  • Fixed an invalid item drop in 6-1 VH
  • Fixed a bug where the "Reflex Gifoie" and "Reflex Jalure" Potentials did not trigger from self-inflicted damage anymore.
  • Fixed a bug where triggering Photon Flare in the middle of a Technique cast animation could cause it to never finish
  • Adressed an issue where it was possible to obtain negative Max HP by equipping a certain combination of gear and repeatedly swapping between other gear sets.
  • Once again adressed a long standing issue where the Shop in "The Arena" would sometimes fail to open.
  • Fixed a bug in "The Arena" where players were sometimes improperly counted as having readied up for the next fight without even talking to the associated NPC.
  • Fixed several oddities with Loadouts:
    • Fixed several errors related to equipping loadouts with items that are no longer in your posession.
    • Fixed an oversight that left vacant weapon slots in your palette when switching loadouts instead of properly clearing them.
  • Fixed a Lua warning showing up when defeating a Rappy when equipped with a weapon with the Potential "One More!" in any of the palettes.
  • Fixed a minor oversight where Expert/ Spimel had the wrong exchange recipe.

---
As always, thanks everyone for the warm reception for 2.1,


As for future plans, v2.2 will be the final update in the ver.2 cycle, and has a non zero chance of being the final update for this mod period depending on how things go in my life. (it's beginning to get busy)
The main focus of the update will be a new Type specializing in 1-handed weapons (Vanguard) alongside several new weapon types, including, Twin Sabers, Slicers, Twin Handguns, C.A.R.D.S., Whips and Shields as well as some more adjustments to Rod and Wand in the form of dedicated Photon Arts for these weapons, and new Type Skills for every other Type with an aim to shake the gameplay up a little bit.

I'm also aiming to touch on several systems such as gearing in general to trim some of the fat and make it more intuitive while also giving more of a purpose to Meseta and Type Points which are currently underutilized, and make several UI/UX improvements notably with inventory management which is getting to be a bit of a chore due to the limitations of the current controlscheme.

Finally, while there will not be any major update in terms of playable content, I do at least want to add the final type of quest which will test players' adaptability in less predictable scenarios using their current gear and attributes, unlike Challenge Quests.
It's been a little while and there has been a liiiiiiittle bit of scope creep, but update 2.1.0 is finally here.


  • The control setup has been remade from the ground up, now accepting and displaying inputs for keyboards, mice and Xinput controllers.
    • SRB2 has an error in how controllers are set up by default, go to Options -> Player 1 Controls -> Gamepad Options, and set "Fire Normal Axis" to "Y-Rudder", otherwise, the LT trigger will not work properly.
    • Settings have been set back to default and must be set-up again.
    • Control setup can no longer be accessed in netplay.
    • DInput controllers are functional but will display the wrong buttons.
    • Android support has been entirely dropped as a result of this change.

  • Very Hard difficulty has been added to all quests, it can be unlocked by clearing "The Arena" in Hard difficulty.
  • Added Free Field quests, they can be unlocked by clearing 8-X in any difficulty or "The Arena" in Hard difficulty.
  • Added Challenge Quest 1, it can be unlocked by clearing 8-X in any difficulty or "The Arena" in Hard difficulty
  • Added tons of new equipment items, over 100 new weapons as well as new Frames and Units
  • Techniques can now inflict ailments onto enemies, including bosses.
  • Level cap increased to 100
  • New Type Skills have been added.
    • Force's "Territory Burst" Skill has been merged into "Amplified Support", giving way to a new Skill "Elemental Disorder".
  • Multiplayer save loading has been made much more stable and will only resend missing chunks when failing to initially connect.
  • Added inventory icons to all items in the game (courtesy of Chirei)
  • Updated the font used by damage numbers.
    • Damage instances will now display "Weak!" when hitting an enemy weakness.
    • When taking damage, damage numbers will be coloured based on the element of the damage taken.

...There are probably other less important things like bugfixes too, but who reads changelogs anyway, get to playing!!
A patch with yet more fixes and balance changes to even out the playing field on items that were a biiiit too strong, and especially some that didn't see much use!

Before the patch notes; I'd also like to state that we now have a wiki!
It's currently very early in development but will be completed with all kinds of useful information (internal calculations, items & locations...) about the game as time goes on. Anyone half knowledgeable about the game is free to contribute to this wiki which can be edited freely!

Updates & changes:
  • Several Photon Arts were adjusted:
    • Sword:
      • Extend Cutter:
        • Adjusted spawn distance of the shockwave from 100 to 32 units away from the player to prevent it from spawning behind a target close to the player and going backwards
    • Double Saber:
      • Surprise Dunk:
        • Adjusted incorrect potency distribution causing the art to only deal 50% of the listed potency as damage.
      • Tornado Dance:
        • Potency increased from 720 to 850
      • Spin Advance:
        • Potency increased from 610 to 900
    • Spear:
      • Assault Buster:
        • Potency increased from 830 to 900
        • Uncharged attack now deals 50% of the listed potency instead of 75%.
      • Raptor Throw:
        • Potency increased from 550 to 1050
        • Removed 50% potency bonus when fully charging the attack. Instead, a fully charged attack will deal the full potency whereas an uncharged attack will only have 50% of the listed potency. (effective charge potency: 825 -> 950)
      • Bandersnatch:
        • Potency changed from 420 to 600
        • Adjusted potency distribution to 50%/50% from an incorrect 50%/100% (effective potency: 630 -> 600)
    • Saber:
      • Rage Dance:
        • Potency increased from 1300 to 2100
        • PP Cost increased from 20 to 35
        • Execution time increased by 100%
      • Strezwei:
        • Adjusted spawn distance of the shockwave from 100 to 32 units away from the player to prevent it from spawning behind a target close to the player and going backwards
    • Rifle:
      • Skyfire Salvo:
        • Potency increased from 510 to 850
        • There can now only be 1 instance of the Photon Art per player.
        • Execution time increased from 50 to 90 frames
        • Number of hits reduced from 10 to 6
    • Shotgun:
      • Glorious Rain:
        • Vertical reach of the hitbox reduced from 1024 to 256 units.
    • Launcher:
      • Fear Eraser:
        • Potency increased from 2900 to 4250
    • Techniques:
      • Foie:
        • Potency increased from 410 to 490
      • Gifoie:
        • Potency increased from 350 to 410
      • Safoie:
        • Potency increased from 410 to 550
      • Razonde:
        • Potency decreased from 500 to 440

  • Several Weapons / Potentials were adjusted:
    • Last Survivor (To The Edge):
      • Now allows the player to survive 1 lethal attack with 1 HP. (This effect can stack with Iron Will)
      • Now negates all healing received.
    • Zanba (Critical Ignorance):
      • Critical hits now additionally cleanse Mate Sickness and Reverser Weakness
    • Monkey King Bar (Treasure Hunter):
      • Recovery effect now also triggers when picking up Meseta.
    • Soul Eater (Soul Burn):
      • No longer drains HP below 15%
      • Also adds a Critical hit rate bonus as health decreases, same rate as attack speed bonus.
      • Weapon innate PA power increased from 90 to 105%
    • Sarblight (Crimson Twinkle)
      • Weapon innate PP cost increased from 130 to 200%
    • Red Saber (S-RED)
      • Weapon innate PA power decreased from 115 to 105%
    • Sarcueid (Oath to a New Dawn):
      • PP recovery effect can now only occur once per attack.
      • PP recovery effect will now also trigger when hitting enemies' elemental weakness with a Technique with the off-hand weapon.
    • Strauss (Pure Shell) & Grand Cross( Pure Blade):
      • Added a 10% Photon Blast fill rate when succesfully siphonning Shifta or Deband from enemies/
    • Saint Kilda (Perfect Keeper)
      • Attack speed bonus when at full HP increased from +10 to +20%
      • Attack speed penalty when below full HP decreased from -20 to -10%
    • Photon Launcher (Density Disruption)
      • Paralysis duration is no longer affected by Chain count.
    • Red Processor (Optimization Protocol)
      • Innate PA power increased from 50 to 65%
    • Rose Quartz (Reflex Gifoie) & Serdote (Reflex Jalure)
      • Added 0.33s delay between activations.
    • Evil Curst (Befallen Curse)
      • Removed the 30s cap on the effects of Jellen and Zalure.
    • Crimson Demon Staff (Explosion)
      • Additionally adds 20 seconds of Mate Sickness when used.
    • Warrior's series of weapons (Dynamo Charge)
      • Attack speed bonus after succesful dodge increased from +15 to +35%

  • Removed the electricity visual effect from the player when under the effects of Hunter's Limit Break as it made it impossible to see when Arts Avenger was active
  • Menus will now closed on map change to prevent issues.
  • Updated boss enemy drop tables so that Meseta will be dropped if nothing else is dropped.
  • Revamped the 'psod_dpstest' command.
    • Added "DPP" (Damage/PP) display along with a total PP consumed display
    • Added "CPS" (Chain/s) display
    • Added "CPP" (Chain/PP) display
Fixes:
  • Once again adressed the Arena Shop issue. This time it should have better error handling although the root cause has not been identified yet...
  • Fixed several rendering issues with interpolated framerates in missions 7-2 and 8-X.
  • Fixed an issue where Ranger's Sharpshooter and Zero Range skills did not trigger for attacks not considered to be "projectiles". They will now trigger for any attack so long as the player is within range.
  • Fixed a bug where the lingering winds of the Double Saber PA Quick Gash would not properly inherit weapon properties, letting the player change the lingering damage box's properties by swapping weapons after execution.
  • Fixed an issue with Siren Hammer's Siren Glass Potential where it was possible to quickly get stacks of it by using a channeled Technique such as Nabarta.
  • Fixed an issue where using Zalure on an enemy's part (Rock Snapper's legs for instance) would incorrectly add Jellen to the enemy instead.
  • Fixed an issue where pressing "up" on the exchange list select would improperly handle scrolling and cause errors.
  • Fixed an issue where the Technique Razonde would also target players, allowing an extra instance of damage to be dealt to enemies if the player was standing close to them.
  • Fixed an oversight where Wands incorrectly added an extra 20 potency flat to every Technique they cast.



So, with this, what am I planning for the future?

The overall launch of SRB2infinity was a success, managing to bring a lot of excited players from in and out of Phantasy Star or SRB2 related circles. Players so excited in fact that the game was truthfully torn open as they began bullying the bosses, which has mostly prompted me to scale individual updates down in order to be able to have higher difficulty content out sooner.

Thus, the plans for the immediate future are as follow;

ver.2.1: Mid-scale update to expand on existing quests and systems:
  • Very Hard difficulty addition, complete with enemy AI changes and unique mechanics
  • New gear to find, notably 10* armour and units that open more build diversity
  • Updates to the Force type (ability to inflict statuses on enemies)

ver.2.2: Large scale update:
  • Level cap 100
  • New difficulty level for all quests
  • Free field-type quests
  • Challenge quests
  • New weapon types
  • New Type Skills
  • New Type
  • New weapons & armour

The content listed here is the minimum I'd like to have for each update, but depending on circumstances, I might be able to get some more!

Until then, happy questing!~
A patch with a few important bugfixes and balance changes.

Updates & changes:
  • Changed the specifications of the Chain system:
    • Chain Break can now only last a maximum of 10 seconds (before the effects of Jellen)
    • Chain Break's duration per Chain count is decreased based on player count.
      • This effectively means that in order to max out the duration, players need to achieve a chain of 34, 45, 68 and 92 respectively based on player count.
      • The reason for this change is to bring damage output back to reasonable levels when tools that are able to bring high Chain counts are involved, especially in multiplayer where it was easily possible to have a 100+ chain last for the remainder of a fight.
  • Updated Dark Falz in Hard Mode so that any ongoing cleave attack is automatically cancelled after the DPS check ends.
    • Changed the specifications of the Potentials "Lifespring", "Soulspring" "Serene Spirit", "Aberration Slayer", "Glimmer of Hope" and "Spark of Hope" so that the HP/PP recovery effects only trigger once per action.
    • Changed the speifications of the Potentials "Aberration Slayer", "Glimmer of Hope" and "Spark of Hope" so that hitting Aberrations restores 5 HP and 2 PP instead of 2 HP and 1 PP.
      • The activation once per hit allowed specific Photon Arts such as Rage Dance to generate insane amount of sustain when paired up with units such as Proto/ Verschmelz. In counterpart, the recovery portion when hitting Aberration can be made higher with the limitations in place.
    • Changed the specifications of SSPM Launcher:
      • PA damage: 95 -> 85%
      • PA cost: 90 -> 110%
      • Inferno Quake and Fallen Impact will now properly track airborne targets when locked on with the potential's effect.
    • Changed the specifications of Spread Needle:
      • Normal attack attack speed increase: +100% -> +50%
        • The Chain building potential was simply too good. These changes make its Chain building capabilities about on par with those of Chainsawd's
    • Changed the specifications of Gungnir:
      • Gusts of wind can no longer be spawned if no distance is actually travelled, but one will always be spawned at the beginning of the attack regardless.
      • Gusts spawned by normal attacks despawn after 2 seconds instead of 4.
      • Gusts spawned by normal attacks deal damage once every 30 frames instead of 15.
        • Gungnir was unintentionally the single strongest Chain builder in the game. The changes put it back below Chainsawd where it should be.

Fixes:
  • Fixed a bug with Hunter's Arts Avenger that would sometimes cause your weapon to get Thanos snapped and break the game.
  • Adressed a bug where players could continuously fall in pits over and over (again).
    • Players will now be respawned at the last checkpoint / player spawn in the event that this does happen.
    • Furthermore, enemies with area transitions (4-X, 8-X) now also properly update the coordinates when said transitions happen to prevent softlocks.
  • Adressed a bug where the shop in The Arena wouldn't work.
  • Fixed an error with saves that made it impossible to save the game if you had a weapon with an empty action specifically in slot 5
  • Fixed an oversight where it was impossible to change the cursor from "No" to "Yes" when choosing to send an item from the inventory to the storage
  • Fixed an oversight that caused the Tekker's weapon selection menu to not scroll.
  • Fixed an order of operation error that showed the wrong stats when levelling up after getting out of an A.I.S.
  • Fixed drop tables in mission 6-1 not dropping Rods of the area weapon series.
  • Fixed the enemy "Minus" not flying away from death pits like other flying enemies and staying at the bottom.
  • Fixed a bug where exchanging a weapon that was equipped and the only possible exchange target caused it not to get properly unequipped
  • Fixed a bug where exchanging for an unidentified weapon would reveal the item's name as it was obtained.
Hihi!
All things considered ver.2 launched with relatively few bugs, here's an update to patch the bulk of them as well as a few small additions that I felt were necessary.
I also want to sincrely thank everyone for their love and support, it made me super happy to see servers with 10+ players going up against boss fights and just seeing players go together in smaller groups to hunt for items in general!

Worth noting that this changelog may contain spoilers for areas, enemies and items you may not have yet seen. Reader discretion is advised!

Updates & Changes:

  • Added a reminder for the "Help & Tips" screen accessible by pressing [F1] when in the Low Orbit Station.
    • Many new players seem to struggle with understanding the Chain system which is explained in this screen that is often overlooked despite its mention in the Type selection screen.
  • Updated the "Help & Tips" screen to include mentions of weapon potentials as well as more up to date screenshots.
  • Updated the Type Selection screen to use updated versions of Type demonstrations.
  • Updated the specifications of dropped items in singleplayer to only spawn the necessary visual effects to increase performance.
    • Because SRB2 netgames require full consistency among players, a dropped item always spawns all the visual effects as if it was a rare drop to ensure all of the objects are synchronized between server and all clients. This created unecessary overhead in singleplayer where such desynchronizations cannot occur.
  • Updated Dragon Slayer's potential to reduce the damage penalty from -35 to -10%.
    • The item was found to be extremely potent prior to release but more practice has shown that situations where it can reach its full power require more setup in singleplayer and are almost impossible to pull off without specifically coordinated play in multiplayer.
Fixes:
  • Fixed an issue where deleting your character progress via the menu would make it impossible to save the game until you manually deleted it from the folder
  • Fixed an issue where deleting a save would crash the game as it attempted to return to the titlescreen.
  • Fixed an issue where deleting quest progress save would not reset the game and allow overriding the deletion.
  • Fixed an issue with dedicated servers where using the Technique "Foie" would cause warnings due to improper displayplayer checks.
  • Fixed an issue with the potential "Afflatus Misery" where clients other than the user would have warnings due to a typo which would also cause desynchronizations.
  • Fixed an order of operation issue where some weapons like Rifles were incorrectly angled relative to player angle when moving while targetting an enemy.
  • Fixed a bug where the player could get softlocked if they got hit by a projectile on the same frame (guys how are you so good at doing frame perfect bugs LOL) as they used a jump pad, an issue mostly prevelant against 2-3's Viper boss.
  • Fixed a bug where it was possible to softlock yourself by attempting to teleport to medbay after a death as you were falling into a pit.
  • Fixed a bug where fallback position after falling into a pit would not always function properly.
  • Fixed a bug where the Injury status condition could persist after a quest was finished
  • Fixed an oversight where it was possible to speak with NPCs and open menus while logging in the server, causing problems with specific quests.
  • Fixed an oversight that made it impossible to send material items (Azul Core, Exiled Remnants...) into the storage from the inventory, forcing the player to use the storehouse NPC.
  • Fixed an issue that prevented custom skincolours from functionning properly in the Salon's UI.
  • Fixed several typos and bad grammar practices in some potential descriptions and datapods. (Courtesy of Ignithya!)
After quite a lot of work, I'm pleased to finally release SRB2infinity ver.2, a massive update that not only adds new content, but overhauls pretty much the entire game!

The update had to be scaled down slightly from the original plans mainly because the scope was too big for me alone, and the update as it currently stands is already makes it into a full length game playable from start to finish with additional post game challenges. As it's such a major upgrade from 1.x, I felt it was a good milestone to reach and release.


A full changelog would be far, far too big to detail, this is essentially a completely different game from the previous release.

Major additions and changes include, but are not limited to...
  • New missions from 5-1 onwards, featuring new locales, enemies and boss fights.
  • Singleplayer savefile is now used when playing online. Get stronger and find rare items whether you're by yourself or with friends!
  • Level Synch system so that high and low level players can play together!
  • Much faster paced combat, dodging now costs no PP and can also be used to interrupt some actions early!
  • Level cap increased from 50 to 80
  • New Type Skills and Photon Blasts
  • 3 New weapon types: Spears, Launchers and Tech Mags!
  • Addition of "Weapon Potentials", special abilities innate to every single weapon in the game
  • Addition of weapon "Limit Break", allowing weaker weapons to reach outputs almost matching that of the current strongest gear!
  • Added rare item appraisal
  • 2 new Photon Arts for every existing weapon type.
  • About 200-ish (I didn't count...) new weapons added as well as armour and units.
  • Revamped inventory UI
  • Revamped early game progression
  • Exchange shop in the Café for powerful gear and items.
  • Loadout save system to easily swap between Types and gearsets
  • NPCs to make the Low Orbit Station a bit more alive. They'll always have something to say about your progress relative to the simple narrative going on in the campaign!
  • Datapods in quests. They'll give you helpful tips and also some information about the locales you find yourself in...
  • Fixed enemy collision
  • Many, many, MANY bugfixes.


The major goal of this update was to turn the game into an experience akin to the first Phantasy Star Online, where players can experience the narrative and also hunt items together in quests.
The narrative is basic but has a bit more of a focus without taking the forefront of the experience, so players that are just here for the gameplay can ignore it and go questing.

By abusing the NetXCmd buffer, I was also able to let players use their singleplayer saves online, allowing the original vision to be realized. You can now go with someone to farm some items and then use those in singleplayer or vice-versa! This is genuinely one of the biggest upgrade as it means you can progress your character whether you're playing alone or with friends.
Because this would cause situations where high level and low level players are grouped together, I've also added a "Level Synch" system similar to those in MMORPGs which caps the raw stats of players to certain thresholds so that the integrity and challenge of quests is preserved in multiplayer. This feature can be toggled at will even in singleplayer for those who want to experience low level content again!

The general pace of gameplay has also been greatly accelerated, the dodge no longer costs PP and can be used to end some actions early. This however does not take away from the encounters which will still challenge you if you let yourself get surrounded!

I also really wanted to move away from the idea of items being "stat sticks" like in 1.x where there was no reason to ever use anything besides Orakl gear once you had found it, it was just stronger and superior, thus the choice to include Potentials similar to PSO2 and PSO2:NGS. Unlike those games, Potentials do not need to be unlocked with resources, they are innate to every weapon and always active.
Weapons early on will have very basic potentials that barely affect gameplay so that you can get used to your actions and flow of combat, but as you progress, weapons that demand more and more adjustment to your playstyle will begin appearing, and you will be able to decide for yourself the ones you like to build the arsenal that fits your playstyle!
Furthermore, weapons can be Limit Broken once you reach the level cap to raise their base attack power close to that of higher rarity gear, making your favourites always useful in the situation where they shine!

This in turn creates an experience where the idea of an "optimal loadout" varies from player to player based on playstyle preferences, but most importantly where every item is potentially someone's favourite for a reason or another.
I was overall very unhappy with how 1.x turned out because it was a neat novelty as far as SRB2 goes, but also an otherwise boring experience with slow combat and unsatisfying looting, so I did everything I could from a design standpoint to right those wrongs and create something that I can confidently say, is enjoyable through and through.


With that said, I hope you enjoy the update!
FIXES
  • Fixes another issue related to load order where it was impossible to change inputs mapping.

I sincierely apologize for the amount of emergency updates this has been getting lately, things just don't seem to be working out whatsoever with this...
Looking to take a break as soon as this thing ends up being stable as it's been two weeks of near daily patches due to issues that literally made the game unplayable in some form
Fixes the PA menu under status being completely botched, too.
That's right!
Nothing else to add, I'm tired :dramahog:

FIXES
  • Fixes Pop Hat not loading properly, also making a handful of items unobtainable.
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