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报告翻译问题






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.
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.
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.
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.
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.
You're right, based on all available info Bungie meant CE Legendary as an insane challenge difficulty, but CE Legendary is one of those cases where developer intent and the end result differ by quite a bit.
The Vanilla CE difficulties that Bungie ended up making are really more so different design interpretations of the base game, kinda like your Elite Mayhem mod in a way, inside of which certain variables can be scaled up and down to adjust difficulty within those design interpretations.
LC mod hones in on what CE Legendary game design is, and scales it for players of different skill levels. Combat in each Vanilla CE difficulty has its own tiers of intensity and pace, and CE Legendary design nudges the player more into gameplay habits that carry over to other modes and many rebalance mods.
In Halo 2 and onward Bungie accomplished their goal of Legendary being an insane difficulty setting, as post-CE Legendary design is much more purely rooted in difficulty.
It's still a distinct design philosophy from the default Normal and Heroic difficulties, but not in the same way that later Legendary difficulties are.
Not likely. CE Legendary is distinct in that its effective design philosophy fits perfectly as CE's default design. CE Legendary is uniquely highly functional to making the core design of CE clear, while that's not quite the goal of Legendary design in other Halos.
This mod is intended as a better designed alternative to the lower three difficulties of base game CE, as LC mod makes getting a grasp CE's combat design more accessible.
An LC mod for the other MCC Halos would be more of a novelty, as the Legendary design of later Halos became centered on uncommon design traits that are not in line with the default design of those games.
Recently I did do a quick test edit of H2 Outskirts on Legendary with Enemy Damage and NPC Health set to Normal difficulty values, and it was a pretty neat way to sort of experience H2 Legendary game design minus the suffering; so something along those lines is what I may've done if I didn't have more important project priorities.
The fog bug comes from 343i not setting up the fog screen layers correctly after they restored them to MCC CE, and the following six levels have fog screen layers to fix.
a30 (Halo)
b30 (The Silent Cartographer)
b40 (Assault on the Control Room)
c10 (343 Guilty Spark)
c40 (Two Betrayals)
d20 (Keyes)
— The remaining four levels below don't have this bug for their own reasons —
a50 (The Truth and Reconciliation) has no fog tags.
a10 (The Pillar of Autumn) and c20 (The Library) have fog tags but those fogs don't use screen layers so they don't have the fog bug.
d40 (The Maw) has a fog tag for visualizing the opening cutscene water, and said fog tag uses screen layers, but you never go into the underwater fog in this level so there's no need to fix this.
Thank you! Will follow your guide. Do all maps need to be edited with new fog data?
HUD Messages of already compiled MCC maps unfortunately can't really be modified.
The other two fixes are easy enough with Assembly though.
Fixing the fog bug is thankfully as simple as opening a map in Assembly, opening its fog tag(s), and changing the Strafing Multiplier value from 1 to 0.3.
The way to fix the Truth and Reconciliation's chapter title bug is by opening a50.map with Assembly, opening its scenario tag, and scrolling down to the Cutscene Titles data blocks at the bottom. Make sure you're in the "shut_up" data block and change the "Text Bounds (On Screen)" "r" value from 597 to 577.
The way to fix the Maw's chapter title bug is by opening d40.map with Assembly, opening its scenario tag, and scrolling down to the Cutscene Titles data blocks at the bottom. Make sure you're in the "chapter_d40_2" data block and change the "Text Bounds (On Screen)" "r" value from 597 to 534.
Great to hear LC mod being helpful and fulfilling its intended purpose. Personally it feels nice and chill to have the LC difficulties as a way to adjust how much the game punishes the player for misplays before sending them back to the latest checkpoint, like being able to tell a coach to go a bit easier on you while still nudging you in the right direction of play.
The lower three Vanilla CE difficulties don't really nudge the player into the right gameplay habits for CE Legendary, so I'm glad I can provide a teaching tool for that.
It's alright, you're forgiven. Hope I didn't come across as too harsh, just be more careful in the future.
Despite that I really do appreciate the help.
Thank you for pointing that out, although the way in which you did so felt like it was quite smug and felt uncomfortable. I assume it was unintentional but I figured you should know.
Through my own testing to verify what you cited, I found some interesting quirks of the engine. For one, enemy damage globals are not universal but instead apply to how much damage enemies do to units they are not allied with. For two, if an enemy unit takes down the shield of their ally, the depleted shield unit dies instantly regardless of how much health they had left.
Now, as my LC difficulty design theory originates from enemy damage difficulty variance being the focus and friend damage was eventually included with the idea of matching Vanilla CE's friend damage logic, in practice the idea with LC ultimately remains the same whether friend damage works or not, especially since this mod works well as it is.
I've updated the mod's descriptions to account for this nuance.
Glad you had a good time.
I'll add a little more info to what Bruurbs said about those two vanilla bugs.
The PoA lighting bug shows up where there are room module seams, as PoA is made up of copypasted rooms for the most part and that lighting oversight got left in to Halo CE's engine.
The first three Grunts and the Magnum always get skipped if you exit the Bridge too fast; though if you do, you can still return to the Bridge and spawn them. This can even be used to get a third weapon slot for PoA by first picking up two weapons from the Cafeteria and then returning to the Bridge to get the Magnum as your third weapon.
The lighting glitch and missing grunt encounter are vanilla glitches sadly.
In fact, the grunt encounter was missing for you because you did an accidental skip.
Played the first level and had a blast on normal. However, removing the first grunt encounter after exiting the bridge feels wrong and there was a strange lighting glitches on some surfaces when the flashlight is on.
The lower LC difficulties do indeed have that nice side effect of the player getting to engage in CE Legendary style combat intensity with Marines having the potential to stay alive for much longer than in regular CE Legendary, which creates some unique experiences.
@NertyNert
Thanks. Yeah I had a theory for a while that NPC Damage is the most surefire way to adjust difficulty without altering the core combat design of Vanilla CE, and recently I got the idea to make this mod in order to put my Halo CE difficulty design theories to the test, and I'd say it worked out pretty well.
And just as a general note I'll add that to me Vanilla CE Legendary is effectively its own game separate from the lower three Vanilla CE difficulties due to Bungie's CE difficulty tuning creating some big game design deviations, and thus CE Legendary deserves its own set of difficulties as an extension to itself, and that's what these LC difficulties are for.
Now the marines don't get easily wiped out in seconds and allow me to save them out of a bad situation.
It's definitely a weird feeling seeing numbers on Legendary on lower difficulties. Not a bad feeling though.
This mod's purpose is to provide a campaign environment where the gameplay design of Vanilla CE Legendary is all there is across all difficulties, to make its unique gameplay style and experience more accessible for people of varying skill levels, and with Legendary itself now being a bonus difficulty as there's no need for an ordinary Legendary difficulty in this mod.
And since MD mentioned CE's fear system, the fear stats actually only vary per NPC variant, not difficulty. Higher difficulties having higher chances to spawn higher ranked NPCs is what affects fear, as each rank has individual fear stats. The right playstyles make fear happen about equally often even across Vanilla CE difficulties though, as the fear system itself is static and consistent per difficulty for the affected NPCs.
The reason it's worth playing to make sure is because then you don't lie and, again, talk out of your ass. You said this is only damage multipliers. It's not only damage multipliers. If you don't know that maybe you should check whether or not what you say is true before saying it, then perhaps you shouldn't have the right to comment anywhere on the internet.
Also, it isn't just damage multipliers - A bunch of other stuff was done too, such as adjusting all the enemy spawns to be consistent with Legendary. Maybe play the mod yourself before talking out of your ass?