Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo CE: Legendary Consolidation
44 条留言
Rotarcased 5 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.
glowaru  [作者] 6 月 28 日 上午 11:04 
@NuMetalSonic
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.
Bruurbs 6 月 23 日 上午 12:59 
@NuMetalSonic I don't believe they said it was meant to be the default experience, but rather that it fit more easily as a default experience than other Legendary difficulties. That, and that it is more in-line with what the base game aimed to do in terms of its design.
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.
NuMetalSonic 6 月 22 日 下午 10:09 
I see. Personally, I disagree that Legendary was meant to be the default experience. From all the info I found over the years, Heroic was intended to be the medium difficulty, while Legendary was meant to be Hard, and Normal was meant to be Easy. Beta 1749 actually didn't even have Easy mode, just Normal, Heroic, and Legendary. Halo difficulties can be confusing to understand though, cuz you'd think Normal would be the default difficulty (and 343 intended with their games to be the default). Heroic removes the tutorial section of the first level because Bungie intended Heroic to be for those who have already played through the game and still wanted a challenge. Legendary just ramps everything up for the hardcore players. I do agree that Legendary in Halo CE is the most well designed Legendary in the series though, and is the most fair.
glowaru  [作者] 6 月 22 日 下午 7:40 
@NuMetalSonic
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.
NuMetalSonic 6 月 22 日 下午 6:16 
Are you going to do this for the other games in the series?
glowaru  [作者] 6 月 22 日 上午 10:17 
@finlandslim
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.
finlandslim 6 月 22 日 上午 9:37 
@glowaru
Thank you! Will follow your guide. Do all maps need to be edited with new fog data?
glowaru  [作者] 6 月 22 日 上午 9:29 
@finlandslim
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.
finlandslim 6 月 22 日 上午 8:46 
Is there a way I can use your fog fix and text fix with other mods without recompiling them? For example with Ruby's Rebalanced mod?
glowaru  [作者] 6 月 10 日 下午 4:58 
@Sneedster
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.
Bruurbs 6 月 10 日 下午 1:56 
You can use the entire sandbox on Legendary, just takes learning the game better. This mod should help you with that!
Sneedster 6 月 10 日 下午 1:41 
Nice. I was just thinking while doing my first legendary playthrough that it would be fun to have the legendary ai but also be able to use more of the sandbox than the pistol, grenades and power weapons
Bruurbs 6 月 10 日 下午 12:58 
They said it felt that way. It's not weird to say that to someone and come to an amicable conclusion for better interaction in the future; Those are the basics of interacting with others in basic relations and/or a community.
Chasing Women 6 月 10 日 上午 8:31 
bro wasnt being smug, youre being weird
glowaru  [作者] 5 月 26 日 下午 6:11 
@King Feraligatr
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.
King Feraligatr 5 月 26 日 下午 5:09 
@glowaru Sorry if I came across as smug. :( I didn't mean it. Glad I was able to help, though.
glowaru  [作者] 5 月 26 日 下午 3:45 
@King Feraligatr
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.
King Feraligatr 5 月 23 日 上午 5:25 
Just an FYI, the global friendly damage modifier doesn't do anything in any of the Bungie games (dunno about 343's games). While the the global friendly health, shield, and recharge multipliers affect the player as well as the friendly AI, the global friendly damage modifier does *nothing* as previously mentioned. It does not affect player and/or friendly AI damage in any way. Friendly AI damage control is really only done via their individual damage modifiers in their actor variant/character tags. Just thought I'd let you'd know. And if you're wondering how I know this: I've tested it myself in the past.
glowaru  [作者] 5 月 22 日 上午 2:41 
@Screaming Buddy
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.
Bruurbs 5 月 22 日 上午 2:13 
@Screaming Buddy
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.
Screaming Buddy 5 月 22 日 上午 12:21 
To those passing by, I highly recommend this mod.

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.
glowaru  [作者] 5 月 19 日 下午 6:28 
@KTK
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.
NertyNert 5 月 18 日 上午 10:50 
neat idea, cheers friend
KTK 5 月 17 日 下午 7:24 
Only played one level, but I like what you did with the damage modifier.

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.
MD 5 月 17 日 下午 7:03 
:MCCLEGENDARY::MCCLEGENDARY:
glowaru  [作者] 5 月 17 日 上午 5:51 
It's alright. Enjoy the :MCCLEGENDARY::MCCLEGENDARY:
MD 5 月 16 日 下午 9:22 
sorry for the civil war, I just got confused about the purpose of harder legendary difficulties. I'll go kick some covenant ass on legendary legendary dificulty :MCCSWORD::MCCHELMET:
glowaru  [作者] 5 月 16 日 上午 10:52 
I updated the description for increased clarity of what the mod does and its changes in order to clear up any potential confusion, as MD appears to have misinterpreted what the mod is about.

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.
Bruurbs 5 月 16 日 上午 3:29 
You don't get it yet. The mod changes everything about each difficulty to make it consistent with Legendary - The only difference now is damage multipliers. A lot of the AI, spawns, and even level differences per difficulty are now equal to Legendary. Damage multipliers are the only difference.

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.
MD 5 月 16 日 上午 3:01 
dude, the mod description literally says it's just dmg multiplier, what's the point playing to make sure?
Bruurbs 5 月 15 日 下午 8:20 
The rebalancing gets the player to play in the general way that Legendary does, as that is the core problem that the game has between difficulties. Thus making each difficulty more consistent.
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?
MD 5 月 15 日 下午 8:07 
og halo difficulty making AI smarter, more enemies spawn and less fear, sadly this is just dmg multipliers
FALLENxREAPER97 5 月 15 日 上午 11:59 
mmmmboy this otta be fun lol
altis94 5 月 15 日 上午 11:04 
First