Halo: The Master Chief Collection

Halo: The Master Chief Collection

The Flood: Forgotten Exile
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Update: 4 Mar @ 3:29pm

Update: 22 Feb, 2024 @ 11:48am

Update: 21 Sep, 2023 @ 1:50pm

Changelog v1.0.3.3r:

-Updated mod to work with recent MCC update.

Update: 21 Jul, 2023 @ 6:35am

Changelog v1.0.3.2r:

-Updated mod to work with recent MCC update.

Update: 20 Jul, 2023 @ 12:28pm

Update: 13 Jul, 2023 @ 1:46pm

Changelog v1.0.3.1r:

-Updated Compatibility for latest MCC patch.

Update: 7 May, 2023 @ 2:27pm

Changelog v1.0.3r

-Further changes to Co-Op to help it stand out as a separate experience (a couple of new encounters here and there with some weapons and equipment spawns to follow them up).
-Reduced number of Health Packs map-wide as there were still too many. In Co-Op more will spawn to account for the second Player.
-Moved around the Flood Infestation in the interior bsp with the Incinerator Elites so it makes a little more sense (more in the initial area without Covenant, less in the area with Covenant).
-Reverted the usage of bitmaps.map to resolve the shader errors on the Flood Pelican and Flood Infection Form.
-Increased the number of Marauders in the final battle atop the Pyramid from 6->7 and allowed their Gold variants to spawn.
-Fixed a bug that was accidentally added in the previous update in the Control Room cutscene.
-Jump velocity (which affects maximum jump height) changed from 0.08->0.09. Also adjusted several trigger volumes to adjust for the increased jump height.
-Added several new cleanup scripts throughout the level and adjusted the timing of some AI spawns in an effort to prevent any garbage collection errors (if everything is working correctly the change in AI spawn timing should not be noticeable from a Player perspective vis-à-vis previous builds).
-(Legacy)Removed a duplicate checkpoint that would trigger before the cutscene in the Enforcer area.
-Re-added a giant boulder that was accidentally removed. The cavern path in the first exterior bsp is now correctly blocked once again. Going through the opened cavern was the source of a bug preventing the Player from progressing forwards in the tunnel section.
-Fixed some warnings when compiling the map by recompiling the Elite Ultra warblings from the Control Room cutscene so that they now have the correct bit rate.
-(Legacy)Adjusted the size of a trigger volume in the final exterior area to stop Players from accidentally not triggering it, which would break a significant portion of the Pyramid Assault.
-(Legacy)Fixed a skippable trigger volume in bsp ‘b40_b3’ that could break the following encounter and script for the area.
-(Legacy)Made some adjustments to the Flood in the Control Room to encourage them to follow the Player outside to engage in the final battle.
-Fixed an incorrect bsp being specified for several encounters that was resulting in the AI not working as intended.
-(Legacy)Removed a checkpoint before the first elevator that could sometimes lead to a situation where the Player couldn’t progress. Replaced it with a checkpoint that fires slightly before the elevator initially descends.
-(Legacy)Adjusted a trigger volume in bsp ‘b40_b3’ that could be skipped by the Player and stop the subsequent AI encounter from spawning.
-(Legacy)Moved a spawn point in the large corridor to the Control Room that would sometimes see an Elite get stuck in a Covenant Shield Generator.
-(Legacy)Reduced the explosion radius of the Enforcer when it dies and reduced the total damage that it does (250->150).
-(Legacy)Slightly reduced the maximum firing range of the Incinerator Elites and the range of the weapon itself to hopefully stop Players getting sniped by it as much.
-(Legacy)Removed an Overshield spawn in the area with the Enforcer that was glued to a cliff and therefore impossible for the Player to get (not sure why). Replaced it with an Overshield in the same area that is difficult to get, but not impossible.
-Made some adjustments to encounter ‘a12’ in the first exterior bsp.
---Added a Covenant Shield Generator for cover.
---Adjusted firing positions so the AI wouldn’t stand around aimlessly.
---Changed spawn locations for the Jackals to provide support for the turret.
---Added some new firing positions for the second half of the encounter.

Update: 27 Mar, 2023 @ 12:16pm

-Minor fix to remove a duplicate .map file erroneously included in the update.

Update: 27 Mar, 2023 @ 11:57am

Changelog v1.0.2r

-Added basic Co-Op functionality.
-Added Sentinel Marauder Major Variant (Gold and Blue Beam).
-Fixed the notorious ‘twin bridges’ crash and eliminated two other potential crash locations.*
-Player Shield Rebalance:
---Reduced Player Shield Stun (length of time shields stay stunned after taking damage before they can recharge) from 12s -> 9s.
---Reduced Player Shield Recharge from 10s -> 9s.
-Updated the Shield Shaders for the Jackal Shields and Flood Carrier Jackal Shield. Shields should now correctly show when damaged.
-Updated Shield Shader for the Covenant Shield Generator (c_field_gen) to something more closely resembling the Legacy version of StKft.
-(Legacy)Fixed a few AI that did not have starting points (and were prevented from spawning) on the pyramid assault.
-Added a missing objective call in the ice valley with the frozen river.
-(Legacy)Fixed a scenery position that was resulting in a Grunt getting stuck and being unable to move.
-Fixed a secondary objective triggering as true when the Player skipped it entirely.
-(Legacy)Fixed the Control Room Ultra Elite having incorrect actor_variant values.
-Fixed ‘specopscharge’ Command List not functioning correctly.
-Fixed a broken Command List during the Control Room cutscene.
-Re-added the last of the H2 Flood dialogue (melee, leap, resurrection) now that they’re no longer generating CTDs.
-(Legacy)Fixed a bug where a door wouldn’t open which would stop the Player from proceeding.
-Made improvements to the cleanup scripts and reduced possibility of critical garbage collection occurring.
-Changed the Co-Op respawn effect to something more “floody”.
-(Legacy)Fixed some AI errors printed when packaging the map.
-Cleaned up a ton of scripts to be more economical on engine performance.
-Removed a continuous script for spawning AI that was never used.
-Removed various unused scripting elements in the .scenario file.
-(Legacy)Fixed a skippable trigger volume that would break the pyramid assault.
-(Legacy)Removed a potential soft-lock checkpoint on the pyramid assault.
-(Legacy)Fixed a trigger volume that was allowing players to skip part of the pyramid assault by starting a cutscene early.
-(Legacy)Fixed a bug where AI were being spawned in the pyramid assault when they shouldn’t be.
-(Legacy)Fixed a script condition that could break the map progression if skipped.
-(Legacy)Fixed a bug where Sentinel shields wouldn’t insta-kill Infection forms.
-Removed most of the Flood biomass in the first interior area as it didn’t make sense for a bunch of Covenant to be sleeping next to them.
-(Legacy)Removed a script condition in a script that would sometimes break and cause the Flood Pelican during the pyramid assault to get stuck.
-(Legacy)Removed some invalid scenery placements and fixed some that were in incorrect positions.
-(Legacy)Reduced particle count on Snow and Flood weather systems as during large battles they were contributing to a strange visual bug on projectiles (likely due to excessive number of particles alive at the same time).
-(Legacy)Removed several unused AI encounters and squads that were not used in the legacy version.
-(Legacy)Created some new .garbage models for Sentinel Majors so that the destroyed remains would match the colour of the Sentinel (Gold with Gold).
-Reduced number of health packs in some areas.
-(Legacy)Removed some Covenant scenery that were originally intended for encounters that never ended up being used.
-(Legacy)Fixed insufficient number of spawn points for a squad at the end of the level that would create a rare bug where an AI would be catapulted into the air.
-Removed some scripts from the script file that were only valid for the Legacy version.


*-Once we’re 100% positive the map is at a stable state and there are no longer any crashes we’ll begin reverting the various AI changes that were made to the map. This will be done piecemeal to ensure no crashes are reintroduced unexpectedly.

Update: 5 Mar, 2023 @ 1:52pm

Changelog v1.0.1r

-Added H2 Elite Dialogue which was cut content.
-Removed movement slow-down when carrying the Rocket Launcher.
-Fixed a shader bug with Covenant Crates and Uplink.
-Fixed possible CTD at the exploding door after the first exterior area.
-Fixed possible CTD by the first Fuel Rod gun.
-Fixed possible CTD at the natural bridge before the pyramid.
-Improved map stability at the double bridges area which should limit the number of CTDs.*
-(Legacy)Resolved(hopefully) an old bug at the finale that soft-locked the map.
-Fixed some bugs with the opening cutscene.
-(Legacy)Removed a trigger volume skip that could make a music track play infinitely on the map.
-(Legacy)Removed a potential soft-lock checkpoint early in the map.
-Recompiled H2 Flood sounds that were the source of frequent CTDs.
-Reduced AI numbers in some encounters to help stabilise the map and prevent CTDs.
-Introduced several ‘cleanup’ scripts to help stabilise the map and prevent CTDs.
-(Legacy)Introduced a kill barrier near the pyramid to stop intrepid players skipping the entire finale.
-Removed some subtitles that were just showing the directory the sound file is stored in.
-(Legacy)Fixed some missing scenery at the top of the pyramid.
-(Legacy)Some minor fixes for various things such as floating scenery and buggy firing positions.
-Reduced file size of the map by about 50mb by calling from bitmaps.map