Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 3: WORT (Playable Elites in ODST)
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更新于:10 月 29 日 下午 8:19
作者:Jerry

- A temporary update to fix the inability of playing the campaign, albeit at the cost of being 10 gigabytes to install again.
- Minor fixes behind the scenes on other things that aren't special.

更新于:10 月 29 日 下午 5:27
作者:Jerry

1.1.1 Patch Notes

General Changes
- Default Halo 3 plasma rifles have default charge per shot (0.0025), but brute plasma rifles fire 8-11 bolts like in Halo 2. Easter egg plasma rifles keep my old change (0.0025 -> 0.002).
- Added ByzantineRoman1234's elite animations, which means elites can now finally sit on the scorpion. By default, it is third person instead of first person view though, but I am glad I even got this to work.
- Halo 2 stealth elites (not spec ops) are fully added, including a new ultra rank. They use the ai and health of non-stealth counterparts while following their halo 2 health logic (flip vitality and shield health values, remove 10-15 from stealth elite's health, 20 for ultras). They won't throw grenades.
- Halo 2 councilor elite added, same as an elite zealot.
- Halo 2 honor guard elites added, ultra and councilor variant added. No shields and immune to headshots + back attacks, they have the AI of the non-honor rank above them. They are not meant to be as tanky as Halo 2 brutes. I may change this gimmick in the future.
- Spawned flood brute combat forms now have ranks and more variation, with only chieftains and jumppacks being resurrectable as a new form (balance + biped overload concerns). Only these two have an animation fix due to a personal issue I noticed during testing, and they can't be resurrected if killed.
- Elite spawns in each flashback and firefight level adjusted, decreasing rarity of certain spawns, while adding new variants or changing weapons when fitting (no more 99:1 odds)
- AI should now be able to use snow ghosts/warthogs/scorpions/mongooses, friendly wraiths, and the secret plasma rifles if they ever have access to these. This includes gauss warthogs and anti-air wraiths too, for some reason.
- Elite ultras were lacking in deadliness and being bullshit. Grenades and berserking should work more now.
- Squad templates and pre-existing spawns adjusted to fit the internal logic I decided for enemy weapons when applicable. A .txt file explains this if anyone cares. Manually placed NPCs not changed yet.
- Brute plasma rifles fire 8-11 rounds like in Halo 2.
- Minor elites went from 0.5 to 0.75 vitality regen like all other elites, except for ODST character elites.
- Stealth elite combat flood can exist, but they don't spawn by default.
- All spec ops elites will have active camo if infected by flood.
- UI changes, such as adding the low ammo or overheat flash to the top + adding automag dualwield ammo counter. I have a theory that local splitscreen co-op isn't stable, but there is no way I can ever test it.
- ODST Character Elite NPCs now have the same proper animations as other NPC elites. I don't get why I didn't do this earlier.
- No more bullet sponge elites of any kind. They're either the same vitality as an elite zealot or below, getting slightly faster recharges in exchange.
- Shield effects changed for elites, new ones added for spartan NPCs.
- Energy swords can be used a tiny bit faster and are a tiny bit more visible in active camo.
- Catalogued ranks and point count for elites while changing some.
- Non-chieftain brutes with gravity hammers will drop them with far less charge upon death now.

General Campaign Changes:
- Tayari Plaza's broken/misadjusted spawns are fixed + small changes, like the removal of the comedic plasma cannon at the end.
- Tayari Plaza bodies changed. I contemplated restoring the original stealth elite body with the depowered energy swords, but I decided to swap another body instead and add a plasma rifle near it.
- Tayari Plaza's difficulty beam rifle spawns as a carbine on heroic and legendary, and an extra energy sword spawns on easy and normal now.
- Uplift Reserve's random anti-air wraith is gone, for now.
- Kikowani Station on Legendary difficulty remains untouched, despite certain new changes, for now. Flamethrower brute removed for being weird, has a gravity hammer instead now.

General Firefight Changes
- Lost Platoon's spawns are changed. Four allies that are different depending on difficulty: 2 elites on easy/normal, 2 brutes on heroic/legendary, and 2 grunts/jackals/drones on all. One elite/brute is always a high rank, and nothing prevents friendly fire.
- Flood brute waves have more variety.
- The arbiter (not to be confused with Keith David) is buffed.
- Flood elites have more rank ups now, though all new rank ups have the same odds as a major elite becoming an ultra elite (shouldn't be often).
- "Elites" includes stealth elites until spec ops elites start to spawn on easy and normal. They always are included on heroic and legendary.
- Elite minors (and stealth elites in later rounds) have a chance to appear alongside grunts and hunters now.
- "Elites" has a very small chance to have a secondary gun on heroic and legendary in hopes of dual wielding enemies, though this won't work if they arrive from dropship most likely.
- The "Ultra Grunts" wave template has a few more weapons on legendary during the bonus round.
- "Flood Combat Elites" can have more flood elite variants spawn on heroic and legendary, ranging from stealth elites to zealots. Their spawns should be relatively low though.

Variant/Color Changes
- The concept of "spec ops but ultra" is further changed. The non-white version only has active camo, no other changes now. The white version is on par with a zealot healthwise + can still rank up.
- Grunt zealots removed for not being interesting enough.
- Brutes now follow the jumppack color rank scheme of blue -> red -> yellow. Brute bodyguards and brute trackers (not sure if any exist but still) are in white armor to differentiate them.
- My best effort attempt at making jackal majors be more like Halo 1/2 has been made.
- Normal spartans on firefight only have olive skins. Upgraded spartans on thunderstorm skull will have their old, wacky variety (including olive skins). Other issues were also fixed.
- A few more elite color variants were added.
- Spec ops and UNSC elites are now accounted for if infected by the flood.
- Rare zealot zealots can potentially be purple (Halo Reach style) with an unique spec ops helmet or be the same helmetless version depending on luck.

Bugs
- Active camo doesn't seem to work when dropped by NPCs. Next (proper) update will come up with a different way of getting active camo.
- Default health marines on thunderstorm skull are a real thing now, with 0.0001% chance of spawning by default. 0% chance does not equal 0% chance for rankups sadly, so sometimes a marine will just be tankier than normal. A better way of showcasing this should be done in the future.
- You can no longer trade weapons with hunters.
- Spartan's melee nerf is now applied correctly.
- Spartans could be reanimated by flood, in theory. Removed due to me never testing it or seeing it (as well as a lack of a flood spartan form).
- A better way to compile maps was discovered. I'm sorry for the 10 gigabyte download last time.
- Kashiiera's two fixes are applied - flood infection forms and grenades.

Credits
RynoMods - Halo 2A Councilor and Honor Guard
Big Smork - Halo 2 Plasma Rifle (currently unused, can't wait to use it)
Kashiiera - 2 Bug Fixes
Calantorn - Brute flood combat forms
ByzantineRoman1234 - Elite animations

更新于:6 月 17 日 上午 11:20
作者:Jerry

1.1.0 Patch Notes

General Changes
- Added Dualwielding. There's no UI popup, but if you know how to dual wield in Halo 3, you can do it here now too. This includes silenced SMGs, automags, and needlers.
- NPC Elite rebalance has arrived. Their shields and vitality are lower, but they mostly have better AI behavior. Same behavior on normal as in legendary, 90% based on ODST: Inferno (this isn't a 1:1 port)
- As an experiment, enemies will drop their Halo 3 equipment items + given more equipment items (except invincibility for game stability reasons)
- Proper weapon animations (except automag and needler for dual wielding)
- Grenade count increased from 3 to 4.
- Melee damage is same as arbiter's melee damage. Unclear if this is better or worse than my original fix for Halo 3 melee damage.
- Spectre and prowler have returned.
- Flood infection now works on players. Zealots and spec op ultra flood are unique, but they do not spawn in firefight.
- Elite ultra spec ops are no longer white (except Buck). They are now slightly more purple in order to keep their cool factor intact, and they're the only elites who can go invisible. Around the same health as standard spec ops.
- Zealots will now have invincibility equipment.
- Brute bodyguards throw plasma nades.
- Original H3 ODST added, no difference between them and H3:ODST ODST. Huh?
- Spartan NPCs added. Same health as ultras (allies have pre-rebalance elite major's health, original mod's melee damage, and are frankly OP).
- Unsilenced smgs and magnums have proper hud placement, no new UI elements.
- Needlers supercombine at 7 instead of 11 projectiles, like in Halo 3.
- Dualwielding damage penalty removed.

General Campaign Changes
- AI edits in missions to make things slightly more interesting depending on difficulty. Few more elites added.
- Legendary Kikowano Station is now even more flooded than it previously was.
- Kizingo Boulevard has a friendly wraith. It doesn't replace the scorpion due to how it makes the mission surprisingly more difficult than originally expected, so it is only an alternative for fun.
- Kizingo Boulevard also has a spectre next to said wraith. Honestly, the wraith + spectre combo in co-op playtesting was too fun for me to remove.
- Data Hive cop is no longer omega rofl nerfed for shits and giggles, and he will be a spartan on legendary. A crouch animation script was removed to make this work, but you probably wouldn't notice until I said this.
- Virgil now gives 115 overshield instead of 100, which will fix overshield.
- Player loadout changes for campaign. Energy swords are on every level, even respawns.
- Secret plasma rifles exist on each of the flashback levels. Added purely for fun.

General Firefight Changes
- FULL DESCRIPTION OF WHAT I DID TO EACH MAP IS IN THE WORKSHOP ADDON FILE, LOCATED INSIDE A NOTEPAD TEXT FILE, DUE TO THERE BEING A TEXT LIMIT ON STEAM'S CHANGE NOTES.
- Heretics are now various kinds of marines, completely replacing the elites for this wave template. H2 heretic elites could be possible, but fighting marines feels more interesting as a firefight option, so this is why.
- Hostile marines have health reduced in half + no health regen, making them less of a bullet sponge (150 -> 75 on normal), but ODST and spartans will still be tough. Thunderstorm will make them as tough as their ally equivalents again.
- Sentinel captains added. Function as sentinel eliminators from Halo 2, beam included.
- It is sometimes possible to stack AI reinforcements. This is more of a bonus than a reasonable challenge.
- Zealots added to the same spawn table as elite spec ops.
- Grunt heavies added to the same spawn table as grunt ultras wave.
- Loadout changes. Only Crater (Night), Rally (Night), and Last Exit have respawning energy swords.
- SECRET: I've hidden secret plasma rifles on certain maps, usually near sealed doors, to activate easter eggs once (aka no respawns). Boons are not required to be enabled for these.

Fun Changes
- Elite zealots no longer have a secret rankup, though the secret variant still exists as very rare allies in firefight. If it ever appears, it's a zealot with no helmet and has pre-rebalance health.
- The original elite ultra spec ops, if ever encountered, now have the original secret rankup that zealots had. Both are rare and have pre-rebalance health.
- "Zealot" (Pink) grunt added. 0.01% of upgrading from grunt heavies, mainly intended for thunderstorm skull users to experience. I will probably remove them in the future.
- Halo 2 sentinel needler added, with a purple shield. Rare chance of spawning.

Crater Night
- SECRET: Activate 2 reviver spec ops elites. May be weird if boons are enabled.

Crater Day
- SECRET: Spawn the 5 random humans on any difficulty, this time with a wider weapon selection, for fun.

Windward
- SECRET: A banshee and hornet are placed on landing pads. Skybox/ceiling untouched (aka you can't fly very high), and I don't think the cops will board the hornet sadly. They won't respawn.

Rally Day
- SECRET: Spawn 4 elites dual wielding bizarre weapons. No respawns.

Rally Night
- SECRET: Spawn 2 reviver spec ops elites. Try not to let the body despawn if they get "killed".

Chasm Ten
- SECRET: Spawn allied flood. Buffed health, but still just as useless as the drones. To address the olifaunt in the room, "no infection forms" is REQUIRED to avoid the game being permanently stuck until you start teamkilling random combat forms. I'm sorry, guys.

Last Exit
- SECRET: Activate a spawn of all my custom elites, even the johnson one that you never see. They can't normally die, making the game super easy. No respawns.

Bugs
- Virgil is still weird. The missions will eventually be beatable if you wait, and the elevator in Coastal Highway can be activated without him. I'm sorry that this is still an issue after all this time.
- The banshee and hornet are "floating" in Windward, but that's an issue with the platform itself unfortunately. Not fixed.
- You may notice friendly AI behave weirdly or huddle in certain spots. It is a combination of map size, numbers, and them trying to "follow" you, I believe. It may also be due to no pathfinding being made yet on maps where no allied AI originally existed. Not fixed.
- Brute stalkers in firefight had human shotguns as a rare chance, but not campaign stalkers.
- The arbiter should not be confused for Keith David since he is currently mute. Not fixed.
- Shotguns now have anti_flood instead of kill_flood.
- Weird ODST hero elite colors are gone. I hope.
- ODST elites have melee damage and won't shoot from their heads.
- Firefight now works if you go through the effort of making it playable, as apparently the global firefight resource tag and certain weapons were not loaded properly by me this entire time.
- Adding grunt variants can fuck up the grunt rank colors. After realizing this esoteric truth, I have fixed grunt colors in my mod.
- Plasma overcharge projectiles no longer instakill the player. I hope.
- Police sergeants all have sarge1 dialogue. I don't know if this breaks anything, but it fixes ONI Alpha Site at least.
- Flashlights used to aim at the ceiling, but it is now fixed, as flashlights instead aim from your head now.
- Data Hive legendary cop can potentially die earlier than intended, but I am not sure how or why this can occur since it only happened once. Not fixed.

更新于:2024 年 4 月 20 日 下午 2:14
作者:Jerry

- The elevator on Coastal Highway technically no longer needs Virgil now. It should be noted that he may still act weird at the final part of the map, but I want to reiterate - keep pushing forward. They're programmed to teleport over anyways even if they won't move.

更新于:2024 年 4 月 1 日 上午 12:08
作者:Jerry

1.0.1 Patch Notes
- Applied a temporary fix to Coastal Highway where the debug elite colors applied on Dare at the end of the mission for some reason. There is no explanation for this, and the same issue happens to any other elite model that replaces Dare as well. I never said they were all COLORED correctly, I suppose.

更新于:2024 年 3 月 30 日 上午 9:41
作者:Jerry