"It's cute." ~SmashBroPlusB
"whoa am i supposed to be playing doom or a fighting game" ~Infinite Phantasm
"9.8/10 not enough Undershirt" ~MeiValentine
"oh shit" ~Omega
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Current Version: 0.1.2
Download:
TSPG -
Dropbox -
Mediafire==
Known Bugs>
This mod does not work properly if "Lose Inventory On Death" is not set to "True" under DMFlags. Set "Lose Inventory On Death" to "True" under DMFlags if you are hosting this mod.> If you respawn in Cooperative mode and the boss is still alive, you are stuck with your default loadout.
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Oh God, xCFx, what did you do this timeInfinity Squad casts you and a team of friends as a band of mercenaries with the goal of killing powerful entities and collecting powerful artifacts to aid you in your quests. It's designed with the goal of encouraging teamwork and strategizing with your fellow players and their diverse sets of skills to create a powerful fighting force and take on all comers.
tl;dr: Kill dudes and steal their stuff.
So what does this mod add, exactly?> Four new classes!
> Two new maps!
> One new boss!
> An Equipment and Loadout system!
> Status Conditions!
> Mayhem, chaos, and death for everyone!
This all seems kind of complicated.Here, let me break it down for you.

1 - Health. You can have multiple bars of health, represented by different colors overlapping the main health bar.
2 - Energy. This is expended to use skills and some weapon attacks.
3 - Anger. This represents how much the boss wants to kill you in particular. If it starts flashing, you're the boss's next target!
4 - Special Attack. If you see this, bad stuff is about to go down, potentially.
5 - Status Display. Shows a list of any status effects currently affecting you.
6 - Evil Megaman. He wants to kill you.
7 - Search Snakes. They also want to kill you.
8 - Lightning. It hurts. Don't touch it.
More detailed information can be found in the files, under README.
How do these classes work, anyway?Each class behaves a bit differently, but follows the same basic formula.
Class RoleClasses are separated into four main roles, separated by their primary strengths. Any class can have properties of any role, but their primary role shows what they're most capable at.
Assault - Assault classes are meant to deal a constant stream of damage, meant for dealing steady damage to bosses.
Blaster - Blaster classes deal large amounts of damage in quick "bursts," and are typically good at dealing with smaller targets.
Commander - Commanders use statuses and healing to manipulate the battlefield and allow other players to do their jobs more efficiently.
Defender - Defenders are often durable and are good at generating Anger very quickly, making them effective "tanks."
Main WeaponThe weapon in Slot 0 (And what you should be, in theory, holding when you spawn in) is your main weapon. Each main weapon has a main fire, an alt fire, and (in most cases) a few varieties of combo attacks. It pays to spend a bit of time learning how your weapon works before rushing into battle.
Do note that some weapon abilities cost Energy to use. Plan accordingly.
SkillsThe weapons bound to slots 1, 2, and 3 are your skills. These typically cost more Energy to use and tend to be a bit more dramatic than your weapon attacks.
Infinity SkillOver the course of the battle, a special kind of pickup known as Infinity Force may appear on the battlefield. Pick it up and activate it with [Use Item] to use your Infinity Skill!
Infinity Skills are potent boosts, special attacks, or other powerful boons that can help sway the tide of battle if properly used. Be sure to coordinate with your team regarding who to give access to these special attacks.
What's this about equipment?When you kill the boss, they will drop a piece of loot. This can be anything from a small trinket to a whole new weapon for you to play around with! Pick it up to unlock the gear for future use.
Once you collect a piece of gear, it will be unlocked for all players. Be sure to check the Arming Stations out in the lobby and try out any combinations you like. Do bear in mind that you can only equip one item in each of the three slots (Weapon, Armor, and Accessory), so plan accordingly.
Currently, since Copy Megaman is the only boss available to battle, he'll drop any piece of loot, chosen at random. The plan is that each boss will have their own unique set of drops in the final mod, and further gear will be available through a Forge system which will allow you to exchange duplicate gear for more items.
Status Conditions?If you've played any RPG on the planet - heck, any
game on the planet nowadays - you should know what a status condition is. I've provided a list of the status conditions in this mod below and in the README file within the mod for quick reference.
Poisoned/Envenomed - You're taking damage over time.
Burning/Scorched - You're on fire! Nearby allies will also take damage!
Bleeding/Wounded - You're taking damage periodically.
Shocked - Skills are blocked! You'll damage nearby allies instead!
Frozen - You can't move! Any damage will break you free.
Petrified - You can't move, but you're immune to damage.
Stunned/Stopped - You can't move! Stopped also stops all momentum, even gravity.
Held - You can't move! You can, however, attack and jump.
Strengthened - Your attack power has been increased!
Weakened - Your attack power has been decreased!
Bolstered - Your defenses have been increased! You'll take less damage when hit.
Vulnerable - Your defenses have been decreased! Damage taken will be amplified.
Quickened - You move much faster!
Slowed - Your movement speed is slowed to a crawl...
Heavy - If you're in the air, you're pushed back to the ground!
Regenerating - Your health is regenerating!
Cloaked - Anger you've accumulated drops at a much faster rate!
Do the special attacks seriously tell you how to avoid them?I figured it may be more convenient for new players to know attack mechanics ahead of time rather than simply blasting them in the face with things they don't know how to avoid. Never fear, however! I've added a CVAR for players who want to experience this mod in a more traditional, experimental style; set cl_longcallouts to "0" or "false" and Special Attack callouts will only display the attack's name. This variable is clientsided, so it should even work online!
Hey, what's up with the graphics?Frankly, I'm not an artist. This entire mod was assembled by me with the exception of the arenas (provided by MeiValentine) and some assets
stolen borrowed from Nido Force (with permission from SmashBro). Anyone willing to lend their talents to this project should definitely hit me up.
Hey, I found a bug!Glad to hear it! Please inform me as soon as you can, and with as much detail as you can so I can hopefully do that thing where I make it stop happening in the next release. Just make sure it's not on this list here, first.
So what's your plans for the future?> More bosses!
> More classes!
> More loot!
> A hub!
> Maybe a plot? Who knows!