Halo: The Master Chief Collection

Halo: The Master Chief Collection

YAH3R (YET ANOTHER HALO 3 REVAMP)
Hiển thị 21-30 trong 59 mục
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Cập nhật: 14 Thg02, 2024 @ 3:14pm

v1.0.4:
*Updated to work with the latest version of MCC.
*Made Drone jumping properties consistent between all ranks.
*Added a failsafe deletion for a reviver ally on Crow's Nest that could teleport ahead when they where supposed to be deleted.
*Stacker always spawns at the Chopper introduction on Tsavo Highway --- the other Marines are still conditional spawns, though.
*Etc.

Cập nhật: 30 Thg01, 2024 @ 9:22pm

v1.0.3:
*Increased Brute Shot damage a tad.
*Increased Energy Sword damage a tad (except against Tank Forms).
*Fixed a bug with the Reynolds and Brute scene on Sierra 117 not working anymore.
*Made Truth's dead body on the Covenant the Floodified version.
*The reactors on Cortana should be normally damageable on all difficulties. Increased the health of the reactors themselves.
*Gave more ammo to the starting precision weapons on Halo. Increased the starting ammo of the SMG on the ground at the start.
*Hopefully addressed an issue where the Arbiter could not appear during the Warthog run in Halo.
*Etc.

Cập nhật: 10 Thg01, 2024 @ 9:34pm

v1.0.2:
*Adjusted allied AI usage with the Sniper Rifle.
*The Plasma Pistol, Plasma Rifle, and Focus Rifle do less damage to "thin" hard metal (i.e. player and Elite body materials. Sentinels as well, but has been adjusted to be the same.). This is to make said weapons do more similar damage to what I originally intended so long ago (I set it wrong...). Still more powerful against "thin" hard metal than I originally intended, though.
*SMG recovers to minimum spread a bit slower.
*Splaser no longer has overlooked "spike" damage and uses an impact damage for that. Increased the old spike damage a tad.
*Mauler has less damage falloff.
*Focus Rifle does proper bonus damage to Sentinels.
*Moved the Brute Stalkers on the starting beach on the Covenant further back. Added a hidden Deployable Cover to that section as well.
*Etc.

Cập nhật: 3 Thg01, 2024 @ 2:01am

v1.0.1:
*Adjusted the maximum error angle on more/existing firing patterns.
*Covenant with the Pistol have slightly less added projectile error.
*Improved reviver teleportation on Sierra 117, Floodgate, and the Ark. Added more reviver teleports on the Ark.
*Fixed an issue that could cause a reviver ally to teleport into a cage on Lakebed A on Floodgate.
*Etc.

Cập nhật: 30 Thg12, 2023 @ 12:53pm

Version 1.0:
*Gave some "leader" AI without chances to charge if all their followers died a chance to do so. This change includes all Elites (except the Arbiter) and Zealot/Chieftain Combat Forms. Increased chance for War Chieftains to use the behavior as well.
*Gave a value to some firing patterns lacking a maximum error angle.
*All enemy Covenant AI have more projectile error with the AR, SMG, and Pistol.
*"Beam" Hunters are more accurate on difficulties lower than Legendary (which is unchanged from what I had before). "Flak" Hunters are able to sweep their weapon more on all difficulties.
*Flood Combat Forms truly have more consistent damage with their weapons (Before I only implemented it with my ODST mod...).
*Human/ODST Combat Forms have a slightly longer maximum melee leap distance.
*SpecOps Elites have a slightly larger "proximity self-preservation" distance.
*Decreased the extra vehicle health player drivable vehicles got from 5% to 2.5%. The Mongoose is the only exception, getting a further health increase.
*Decreased Prowler boost effectiveness. Adjusted boost damage to compensate.
*Adjusted the Prowler spike's visual effect.
*Decreased Shade turret projectile velocity but further increased its damage.
*Adjusted an added dead body on Tsavo Highway.
*Johnson should now properly pull out his weapon at the proper time on Halo... He should assist you properly now. :)
*Etc.

Cập nhật: 18 Thg12, 2023 @ 2:28am

Cập nhật: 18 Thg12, 2023 @ 2:27am

Cập nhật: 18 Thg12, 2023 @ 2:26am

0.9.15. Beta:
*Removed the extra leading enemy Ghosts got in exchange for their damage nerf. Enemy Wraith gunners have a bit less tracking and leading but are a bit more aggressive.
*"Beam" Hunters do more damage to Flood.
*Non-Chieftain Brutes are instantly killed if a Sniper Rifle bullet hits their helmet. This gets around the occasional issue where their helmet could "eat up" Sniper bullets without passing through to their head.
*Flood Combat Forms are a bit less accurate and aggressive with weapons but have increased melee leap chances across the board. Melee leap properties also adjusted otherwise.
*Flood Ranged Forms have a bit more leading with their spike weapon (on the lower bound).
*Guilty Spark does a bit more damage with his beam.
*Player body health starts to recharge one second sooner but takes 1 second longer to fully recharge (leading to the same full recharge time overall). This is to help reduce the downtime while waiting for your health to recharge. This is subject to be adjusted.
*Dual-wielding error model should work more like Halo 2.
*"Large" explosions (i.e.: Rocket Launcher and FRG shots.) do slightly more damage to "hard" Flood flesh (i.e: The main body material for Tank Forms.).
*Assault Rifle has slightly less ammo economy.
*Pistol does slightly more damage to non-player shields.
*Needler supercombine does slightly more AoE damage. Needler also has a bit more RRR.
*Spiker projectiles have a bit less projectile velocity but do a bit more damage. Dual wield error increased slightly.
*Focus Rifle beam now centered on the crosshair but has slightly more starting error.
*Fixed an oversight of mine where the Sentinel Beam was using the Focus Rifle's purple visual impact effects. It's now the proper orange again.
*Trip Mine does more damage. Can now one-shot a Brute Minor on Legendary within the mine's maximum effective radius.
*Mongoose has proper E-brake support (Thanks to Shinku for help with this.).
*Scorpion does more outright damage. Maximum transfer damage to vehicle occupants adjusted to stay the same.
*Prowler has a bit more health and now has a boost (thanks to Shinku for the help in making it). This boost is very much subject to change and be adjusted. Please give me your feedback on it.
*Wraith does much more outright damage (it's now similar to the Scorpion's damage.). Like the Scorpion, its transfer damage to vehicle occupants has been changed to be the same as before. Wraith gunner does more damage.
*Shade turret does more damage.
*More Sentinels spawn in the beginning valley section of Halo. Each spawn "wave" is also guaranteed to have a shielded Sentinel. One more Sentinel can respawn on each side on the ziggurat section.
*Etc.

Cập nhật: 3 Thg12, 2023 @ 5:30am

0.9.14. Beta:
*Decreased SMG maximum starting spread a tad.
*Shotgun and Mauler no longer use "conical spread" properties and instead shoot their projectiles similarly to Halo 1/2. Should hopefully make them more consistent. Not hitscan anymore, though.
*Focus Rifle has its own beam color and effects relating to that. Colors more match the Beam Rifle's old colors, leading to a more purple color for the beam. Effects are still likely a WIP.
*Decreased the ammunition of one the Needlers in the Crow's Nest hangar comes with.
*Etc.

Cập nhật: 28 Thg11, 2023 @ 2:16am

0.9.13 Beta:
*Brutes have a greater grenade collateral damage radius consideration radius.
*Increased Carrier Form damage against "solid" hard metal (i.e: Hunter and tank armor).
*Decreased allied proficiency with the Scorpion overall.
*Sentinels have a bit more body health (though less from a previous iteration).
*Shotgun has less damage falloff.
*Mauler max range extended a bit. Damage falloff increased though. More to help enemies with the weapon be more of a threat with it and achieve ranges closer to vanilla. Should help Mauler enemies feel less like dead weight.
*Increased Energy Sword damage a bit. Still does the same damage to Tank Forms.
*Adjusted some enemy weapons and corpses on the Covenant.
*Etc.

Probably more changes I forgot about.