This mod was designed to be a bit of a unique experience, I guess. It is as much about personal experimentation with the game as it is about making mods. You'll find sieges that function differently from normal ones, and new events too. I have tried to preserve the balance of the game. Some characters may seem powerful at first, but they all have weaknesses that put them into a specific role. I tried to do some things that never got included, and tried to think outside the box a little. That's why you'll find both modded special and custom characters here, because I wanted to give players the oppurtunity to start with new content, and find it, too. I hope sincerely it is to your liking! WEAPON EXPLANATIONS; **RECOMMENDED READ, NOT NECESSARY THO** Some weapons are pretty unique... The banners of HOPE, RESILLIENCE, and COURAGE; (These belong to Commander George. They cannot be used to attack, they are support-only, as is the character.) Courage: - Sets all character's fatigue to 0 in a radius. - Switching to any of these banners will cause a short momentary stun - No input required other than switching to - CANNOT ATTACK (all banners) Hope: - Boosts the power of your weapons. Resillience: = Use 4 medical to heal everyone by one in a moderate radius. The banners of TENACITY, DEXTERITY, and PRIDE (These belong to Echo Commander George. They cannot be used to attack, they are support-only, as is the character.) Tenacity: - Can be planted, and then picked up again - Causes your remaning cooldowns to halve every second - faster shooting/swinging Dexterity: - Boosts movement speed and nullifies control effects. - Can be planted (and then picked up again) Pride: - Spawns ghost halberdiers to defend the flag at 40 second intervals. - Can be planted (but NOT picked up again) The Terraprisma; Attack to summon sentient swords to protect you, just like in Terraria. 3 swords maximum. These swords will not regenerate every mission but the Terraprisma serves nicely as a melee weapon afterwards. The Thompson/Tommy Gun; A 50 round bullet dispensing machine. Watch out for the reloading time every 50 rounds, it may catch you out! The Sten; An arguably less than average submachine gun, with a 32 round clip. Watch out for reload times. Very suppressed and accurate, even with those who can't shoot well! The Lewis Gun; Fabulous for sustained fire, 96 round clips. Long reload times. Uses bullet munitions, somewhat powerful. The MG42; A high rate of fire, high damage machine gun, with some nasty recoil if you aren't prepared. Great for sustained fire, and with a 250 round "clip". Best fired in bursts. Avoid firing for too long, you'll overheat. Also has a long reload time, and is somewhat rare. Eats ammo for breakfast. The Multitool Multiwrench; An item exclusive to Meowzers that allows him to repair the car. When hitting the car, you'll find that the car's hitpoints increase. It comes with 4 charges each mission, meaning that 4 repairs can take place. Stolen Webber; Level 0 - does nothing special Level 1 - more damage, fire speed Level 2 - 16% chance for high calibre round Level 3 - 33% chance for incendiary round, better stats Exclusive to Meowzers. The Carbine; A cheap 2 round burst pistol come submachine gun that is sold by Ian. Bubble Shield; A 10 second long getaway plan! Press your standard attack button to place down a bubble shield at your location, removing all zombies inside and preventing any from entering in. Those that try to will bounce off the shield. Watch out for it's collapse. Flare Gun; Fire away from the group to distract zombies at the point at which the flare lands. Nice for sieges or getting away. Slippery Nanas; Banana peels. Perfect if you're low on food, or just want to do a shitty Robbie Rotten roleplay. The RPG; One shot, many kills. Fire once to...fire the rocket. Press the attack button to reload it, so you can fire again. STAND WELL BACK! Explodes on impact, not on a timer. The D202; The multi rocket launching system. Fire several rockets in quick sucession, but make sure you're at a very safe distance. Also explodes on impact. Dink-16; Go rambo with this three round burst gun. Plan C: The Panic Attack, from team fortress. Does less damage per shot, but fires more projectiles; whenever you switch to it, if you've got the ammo, you'll automatically (and quickly) fire a round. Good for "get the fuck off me". Finch Staff: Attack once to summon birds, attack again to recall birds. Bass Cannon: "I want zombie to move and groove AND DIE." Zombies hit by the bass cannon will attempt to bodyflop, or will shatter trying. Eyelander and Zephyr: Smack zombies to gain zombie heads/parts. After a certain amount of parts you'll... - Gain 1 dex and 1 vitality with the eyelander - 1 dexterity and 1 fitness with the zephyr Cryo-Cannon: Freeze zombies for eternity. That's it, it does what it says on the tin. They will also easily shatter once frozen. Takes gas as ammo. Clandestine Operations: Use 7 food to call in a supply drop containing guns or a large amount of ammunition. Makeshift and Improvised Weapons: These weapons are not the best by any stretch. But they're easy to obtain, and are relatively easy to use. Most common sources including crafting and Smith's ingenuity. Night's Edge and Pwnhammer: Yes, they're from Terraria. And yes, they're pretty good weapons, too, albeit, rare. Incendiary Shotgun: A high damage shotgun that is more than capable of burning you, or your enemies, alive. Medical Crossbow: Takes medical supply as ammuniton. Is capable of healing across the map. It can also hit zombies, albeit not many. Syringe Gun: 40 round clip; moderate reload time. Low damage, infinite ammo, Brazen exclusive. Amputator; Stock standard bonesaw, except if held for long enough, it will heal the character wielding it. (Takes 2 minutes per) Blowdart; Puts zombies to sleep for a longggg time. Traitor-spray; Spray to cause zombies to turn against one another and eat each other. FREEDOM BREW; Toss this chemical brew to cause a variety of effects on the target, including confusion, fire, bleeding and slowness. High Cleave; Use this on a zombie which is downed to cause it to instantly die and get stamina back. It's very taxing to swing however. Forward Thrust; Knocks down zombies in a small area on successful hit. Invictus; Causes bleeding damage, but little physical damage. Jarate; Weakens zombies affected so that the damage of your weapons is multiplied. Maelstrome; Mortuus' morning star, which can corrupt zombies to attack their fellow zombies. It's hard to swing, but useful for a necromancer. Sacrificial Dagger; It's sole purpose is cause pain - to you. Attacking with it causes you to prick your finger, which will deduct one health point, but will also summon Mortuus' exclusive skeleton warriors. Artis Tome; A one time use ticket to the afterlife. When used by Mortuus, the book will revive all dead comrades in a small radius around him, but he will sacrifice his own life in the process. Destruction Remote; Using this weapon will cause Volteor to blow up, dropping a sizeable amount of gas, and killing your robot friend. :< Gravity Gun; Holding the attack button will grab the nearest zombo and clasp him a short distance from you. Releasing it again will send the zombie flyng. The clasp deals damage. Portal Gun; Shoot once to put down a blue portal. Shoot again for an orange one. Shoot one last time to reset portals - this also happens when switching away, and then switching back again. The portals DO work across maps. TreeHot Pistol; If you have played or heard of Superhot VR, you might like this time-slowing, one-shot kill gun. Chain Lightning; Echo Arkhalis' secondary weapon. Hold fire to unleash a big "chain" of lightning that deals damage, jumps to targets and recovers stamina. It can ONLY be charged by hitting things with a melee weapon. Resonator and RE-TOOL; Use retool to set the Resonator's firing mode - choosing from BEAM, SHOTGUN, and NORMAL (pulses.) Tinker's Hammer; Uses charges to upgrade the barriers that meowzers can place down. As they level up, they gain in size, mass, health, and at level 3, inhibit zombies that touch them. Zweihander; No, not that zweihander. This Zweihander has a combo system that gains power with each hit. Exclusive to Echo Norman. Javelin; A chargeable throwable that gains speed and damage based on how long you prepare the throw, and your fighting stats. Incinerator; Swallow weapons in your other slots to gain stats. Exclusive to Echo Volteor. Divine Rapier; The ultimate melee weapon. Don't get grappled, though, or you'll die VERY quickly. Medigun/Soul Rip; Yes, it is THAT medigun - the one that heals people. It'll prioritise hurt targets, and uses medicine as ammo. It's counterpart, soul rip, uses no ammo or stamina, and targets only single zombies. Loose Cannon; Charge up to change the fuse - more charge means a faster detonation. If you hit a zombie with the cannonball shortly before it explodes, it will deal bonus damage. Sticky Jumper; The ultimate mobility tool. Press attack to place down harmless stickybombs, then hold attack to detonate and go flyin'. Postal Pummeler; Attack any target on fire to get nice AoE damage. Liverpool Caber; Swing to almost certainly kill yourself but also kill literally everything else in the process, a great way to get rid of unwanted characters. Mix Paint + Perfect Paintbrush; Amari's way to manipulating the world in her favour. Red sets objects on fire, Blue causes them to be ghostly and massless, and Yellow causes them to be extremely sticky. Last Prism; + fire a multibeam that kills everything - uses food as ammo Prodivor; The Echo Legionnaire's sword that causes him to have a chance to duplicate into clones when hit. Shrink Ray; Makes zombies so tiny you can step on them to kill them instantly.