Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo CE: Legendary Consolidation
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Engine: Halo1
Game Content: Campaign
文件大小
发表于
更新日期
1.412 GB
5 月 15 日 上午 10:52
7 月 20 日 上午 1:38
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Halo CE: Legendary Consolidation

描述
Vanilla CE but every difficulty is Legendary with different Enemy Damage multipliers.

Also includes a bugfix for a certain MCC Vanilla CE visual bug.
Spoilered for those who prefer to not know about said visual bug.
Fog is now synced to move the right amount with changes to the player's look direction.

For all that Halo CE does right in its design, there are way too many poorly conceived changes between Vanilla CE difficulties, as the three lower difficulties egregiously nullify several aspects of combat design (such as a consistent combat pace and tactical aggression) that are much more well-honed on CE Legendary, with increasing levels of severity the lower you go.

The Vanilla CE difficulty roster causes many people to perceive and experience Halo CE as a more shallow game than it is on Legendary, so the core point of this mod is to rectify this issue via a much simpler and better form of Halo CE difficulty design. The idea is to take the engaging high quality combat design of CE Legendary and make various softer and more accessible forms of it for players of all skill levels via a consolidation redesign of the three lower difficulties around CE Legendary, while also turning Legendary itself into a modest bonus difficulty to provide some extra spice for skilled players. Though I would also recommend that skilled players try out some of the lower LC difficulties as well, as they are chill alternative ways to experience CE Legendary combat design and can even make some of the more extreme combat encounters work better as balanced gameplay experiences than they do on Vanilla CE Legendary.

With each difficulty in this mod being a simulation of CE Legendary, some difficulty-specific aspects of the game (such as certain scripted events) do end up being left behind as a tradeoff. On the flip side however, this difficulty redesign approach ends Vanilla CE's accidental gatekeeping of its best form, expanding player access to the rather intricate CE Legendary core of Halo CE's combat design while lower difficulty players in particular get a much smoother path for developing gameplay skills that carry over to the higher difficulties.

The way this mod was achieved was by tuning all the global variables (except Enemy Damage) to Legendary values, checking and changing every single squad in the game so that every difficulty spawns Legendary numbers of NPCs, and modifying level scripts so that there are no more difficulty specific scripts and instead everything that's scripted from gameplay to cutscenes always acts like you're playing on Legendary.

Bugfixes:
- Fog bugfix, mentioned in more detail near the top of the description.
This bug is in MCC Vanilla CE, and in many campaign mods if not addressed.
- HUD Message Objective texts, as well as Pause Menu Objective texts have been cleaned up to look proper where necessary to account for the inability for modded maps to replicate the Vanilla CE style multiple text rows capability for those texts.
This bug is not in MCC Vanilla CE, but is in many campaign mods if not addressed.
- The four instances of bugged chapter titles in the game have been fixed, since modded maps by default have three instances of multi-part chapter title parts on top of each other in all three occasions that it happens in the game, and one instance of an apostrophe showing up as a filled square error symbol.
MCC Vanilla CE does not have bugged chapter titles, but many campaign mods do if not addressed.
These bugfixes can be found in this mod's Nexus page for the use of other modders,
linked below near the bottom of this description.

Changes:
- Player shield recharge speed in Vanilla CE is slower the lower the difficulty.
Now player shield recharge is Legendary speed on all difficulties.
- Tutorials have all been removed from all difficulties,
as they don't exist on Heroic and Legendary.
- First level now has grenades in the sandbox throughout the mission on all difficulties, just like on Heroic and Legendary.
- Lower difficulty exclusive weapon spawns and equipment spawns have been removed entirely from the game.
- NPC vitalities (health and shields) are now always at Legendary values.
- NPC shield recharge speeds are now always at Legendary values.
- The way NPCs use guns (rate of fire, accuracy, target tracking, etc.)
is now always the same as on Legendary.
- NPC projectile homing strength is now always the same as on Legendary.
- NPC rank up on spawn chances are set to Legendary values on all difficulties.
- NPC squads now spawn the same amount of units per unit type on every difficulty as they do on Legendary.
- Lower difficulty exclusive NPC spawns have been removed and Legendary exclusive NPC spawns have been made universal. Therefore lower difficulties now often have very different combat encounters compared to Vanilla CE, due to encounters now always being the way they are on Legendary.
- The Warthog Run timer is now always 5 minutes just like on Legendary,
whereas in Vanilla CE it's 6 minutes on the lower three difficulties.
- Difficulty-specific dialogue is now the same as on Legendary in all difficulties.
- The opening cutscene Johnson speech is now always the Legendary difficulty speech, and the Legendary ending now happens on all difficulties.
Every change mentioned above is in accordance to Vanilla CE Legendary.
- The only difference between difficulties now is via global enemy damage multipliers which alter how much damage enemies deal against units that they aren't allied with, and said multipliers have been retuned for each difficulty.
As we consider the Vanilla CE Legendary Enemy Damage global multiplier value of 1.8x to be 100% Damage for the purposes of this mod's difficulty design; damage done by the player, damage done by allies of the player, and damage done by enemies to their allies, both in Vanilla CE and in this mod, is 1x a.k.a. 55.55% Damage on all difficulties.

LC Legendary: 125% Enemy Damage
LC Heroic: 75% Enemy Damage
LC Normal: 50% Enemy Damage
LC Easy: 22.85% Enemy Damage



The tags and data are in LC mod's Nexus page for anyone's use in other mods, as the LC difficulty roster can for example serve as a foundation for overhaul mods in which a more consistent gameplay experience across difficulties is a high priority.[www.nexusmods.com]

Note: Please include in your comments which difficulty or difficulties you mainly played this mod on. This adds useful context for everyone, as this mod is all about adding four new distinct difficulty experiences to Halo CE.
44 条留言
Rotarcased 3 小时以前 
@glowaru i see, thats unfortunate. thanks for letting me know. I'll use it over CEA then. I've beaten them all vanilla Legendary. Playing again I'm tired of feeling like a flaccid super soldier playing peek a boo on full legendary this time around. I want to feel more like the lore accurate spartan. :)
glowaru  [作者] 11 月 17 日 下午 4:20 
@Rotarcased
Yeah, I've looked into that and talked to people about it but unfortunately to my knowledge there's no way to get CE Anniversary graphics to work with mods that are uploaded to the Steam Workshop. And even with manually installed mods the CEA graphics start to break easily even from very light modding.
Rotarcased 11 月 16 日 下午 4:58 
This is cool but wish it worked with Anniversary visuals
glowaru  [作者] 8 月 24 日 上午 7:49 
@tpd1864blake
What's better difficulty design compared to the base game heavily depends on the vanilla difficulty design of the game in question. This mod's approach would obviously be way too simplistic of a way to think about difficulty design universally across games, but in the context of Vanilla CE most of the differences between difficulties are poorly conceived complications rather than true complexity, which causes the lower three CE difficulties to have far inferior combat design compared to CE Legendary.

This mod's simplistic difficulty design is not ideal CE difficulty design; that's not what this mod is about. The main purpose of this mod is to show more people the value of CE Legendary game design by making it more accessible in a way that keeps the nature of CE Legendary combat intact. If I wanted to go for ideal difficulty design for CE, I'd also do something more complex. For example, having separately handcrafted enemy rosters and encounters for each difficulty.
Bruurbs 8 月 21 日 下午 2:47 
It's not really lazy if it takes effort to make sure the core design is the same but the amount of pressure a player feels is handled differently per difficulty.

I suggest trying it yourself rather than talking out of your ass and sucking off Bungie's ♥♥♥♥♥♥♥ difficulty design that arbitrarily makes differences which turns out to just make every difficulty overly different.
tpd1864blake 8 月 21 日 下午 2:45 
Making all the difficulty options identical except for damage and health is not a better way of handling difficulty in games, in my opinion. Such a lazy approach
glowaru  [作者] 8 月 9 日 下午 7:20 
@NuMetalSonic @Texas Red
I'm very glad to hear that. This mod was purpose-built for people like you two, in order to spread CE Legendary game design personal experience and understanding without requiring mastery of the game.
NuMetalSonic 8 月 9 日 下午 6:39 
I tried it out on Easy and can see why this mod is fun. It allows players like me who usually play on lower difficulties to get the experience of Legendary without the insane damage the enemies normally do. Awesome mod.
Texas Red 7 月 24 日 上午 11:24 
great mod as someone who prefers heroic over legendary
glowaru  [作者] 7 月 20 日 上午 3:31 
Found & fixed two more chapter title bugs that I missed in my initial checks & tests.
Instructions below on how to fix them with Assembly, for those who wanna fix them in already compiled maps of other mods.

To fix the Library's "three-part chapter title bug" with Assembly, you open c20.map, open its scenario tag, and scroll down to the Cutscene Titles data blocks at the bottom. First go to "chapter_c20_3" data block and change the "Text Bounds (On Screen)" "r" value from 597 to 416, then go to "chapter_c20_3b" data block and change the "Text Bounds (On Screen)" "r" value from 597 to 453.

To fix the Library's "filled square chapter title bug" with Assembly, you open c20.map, open its scenario tag, scroll down to the bottom, click the "Goto" button to the right of "Ingame Help Text", and in this tag you go to the second String References data block and change the word "Don’t" to "Don't" so it has the apostrophe type that shows up correctly in maps compiled with the mod tools.