Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Reach Polished
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Update: 1 Apr @ 7:40pm

-Shotgun now has its own damage type, with full damage against shield_thin.

-Buffed bullet performance against shields in general (i.e. bullet_slow buffed 0.5->0.75)

-Hunter overhaul. More aggressive AI that will really charge you down and put the pressure on you. Their shield also now completely blocks all damage, which is both a nod to CE and gives the hunter a reason to put the shield over their face like they do sometimes. They can also fire on the move now as well. This turns them into real shock troops. Hunter pathfinding during the atrium encounter on Exodus is more aggressive.

-Misc changes to firing patterns on specific ai. Such as skirmishers and jackals spamming the plasma pistol moreso than a grunt would, or elites firing their needlers rapidly like in CE.

-Jackal/Skirmisher behavior modified so they can do their job slightly better

-Fodder enemies how stun more easily. Slight skirmisher health nerfs.

-Increased legendary damage to 1.8x (previously 1.6x). Will revert if unpopular, this is mostly a test because I felt legendary was too easy.

-Marine/militia/civilian health nerfs. They really shouldnt be able to solo whole armies of covenant like they were doing before. ODST health is relatively unchanged though, because it makes sense for them to be cracked.

-Reduced weapon mounted flashlight intensity

-Added a gold hunter somewhere... Fully fledged gold hunters will be implemented at a later date, I was gifted tags from Rookie that had H2/H3 style beam cannons, but work needs done to make them work good, so till then no Gold hunters and regular hunters are still fuel rods.

Update: 4 Mar @ 10:55am

Updated for current mcc version, hopefully.

Update: 7 Jan @ 4:04pm

-Possible fix to AI not spawning on the m52 hospital.
-New mod preview image (maybe temporary, maybe not)

Thats all. Last update for a good while. Mod won't be abandoned and I'll still be reading comments but I'm taking a break. Expect april-june next major content update, look at the roadmap for my plans.

Update: 20 Dec, 2024 @ 2:26pm

-Fixes to fireteam mechanic, slight expansion of fireteam mechanic to m50 and m52. Planning to keep expanding it and to include it in firefight.

-Possible CTD fix on m50?

-Possible fix to Buck on m52?

-Damage tables changed, hard_metal is now more vulnerable to explosives. This changes vehicles and hunters among other things. Hunter back plating is now hard_metal_thin instead of hard_metal_thick. This makes the back plating weaker than the rest of the armor.

-Scripted cinematic sfx changed to reflect the new battle ambience.

Update: 9 Dec, 2024 @ 9:42pm

-Bug fixing

-Slight nerf to marines. Less health regen and lower hard ping threshold (stuns easier).

Update: 9 Dec, 2024 @ 12:42am

-Bug fixing

-Added endless wave spawning to outpost_ext on m10, based on feedback

-Changed starting_profile for outpost_int to Assault Rifle on m10, based on feedback

-Modifed background battle for outpost_ext on m10 to feature two invulnerable falcons, representing the two that have accompanied you throughout the level, based on feedback

-Reduced active camo motion tracker noise count (10 -> 3), based on feedback

-Reduced night vision flashlight intensity (20 -> 10), based on feedback

-Minor changes to weapon_lod_fire sound sfx

Update: 6 Dec, 2024 @ 10:22pm

Overhauled everything again. This mod is getting good enough to stand toe to toe with Rubys rebalances at this point. Consider this a successor to Rubys Reach rebalanced.

-Overhauled sound design for better ambience (from H2A and Black Mesa), more realistic loudness, etc.

-While making H3: YAMC, I finally figured out what designer zones are, so a ton of new (old but broken and unused) encounters.

-Multiple endless AI battles at certain points in the campaign

-New setpieces and environmental storytelling decisions

-Overhauled allies. New models, new variants. Army Airborne Pathfinders, Army Rangers, Trooper Female Heavy and Radio variants, Trooper Commanders (the ones with rucksacks), Sabre Pilots, better ONI officers. new gear for militiamen, etc. Allies are now more effective in combat and are more effective with non-human weaponry, so arming them to properly deal with covenant now leads to better performance.

-Some allies now use weapon mounted flashlights (a side effect of working in blender caused the slide of the magnum to turn black for some reason)

-Balancing changes, Buffed revenant, assault rifle, etc. More extreme balancing regarding damage tables, so bullets are even weaker to shields and vice versa. Trying to emulate halo CE balancing and Ruby of Blue balancing with it (so a full DMR mag can drop a elite majors shields of legendary). This forces you to actually engage with the sandbox and punishes over reliance on headshot guns or using the wrong gun for the job.

-Fixed the radio stories so one that was playing on nightfall now plays on tip of the spear to match continuity.

-Firefight overhaul. More allies, more consistently. reinforcment allies now spawn even if the initial allies are still alive. No more spartans on Installation 04. Spartans now operate in fireteams of four.

-New firefight map entirely: Hill. Its my take on a lone wolf firefight. Set hours before the campaign level, Six unites with the remaining Spartans, ODSTs, Marines, and Troopers in the area, who are all trying to regroup there. A large amount of Spartans help you, but they don't respawn. regular Marines, ODSTs, and Troopers will come to assist and respawn frequently.

-New music from the Halo Reach OST, including the Walking Away, At Any Cost, more.

-Finally fixed the god damn LNOS effect scenery.

Tag release of the (models) for the allies SOON, i promise! I'm ONLY releasing the improved models and not the AI, because the AI is so custom built for this mod that it would take ages for you to properly integrate the AI tags.

Why?

EACH AND EVERY VARIANT OF TROOPER HAS ITS OWN CHARACTER TAG! Because vanilla halo reach model variant selection sucked and would dump out like 20 trooper radios, I custom designed the encounters so every single trooper encounter had the variants handcrafted and placed at a 10, 5, 1, 1 chance for trooper_light, trooper_heavy, trooper_medic and trooper_radio respectively. This means if I give you the character and ai tags, you'd have to go one by one through every level, fixing the ai and adding my custom ai character tags. Plus, you'd have to fix spawn templates and thespians. So screw that! Fix the AI yourself!

Update: 21 Jul, 2024 @ 12:24pm

Minor changes to m45 (LNOS)

-Revenant no longer expldoes without a driver, Noble team wont get in with you either to prevent errors in scripting.
-Cleaned up some effect scenery.

Update: 30 Apr, 2024 @ 7:46pm

Inferno Update.

-Overhauled basically everything. I changed the main mod description and the full guide if you wanna read about it. But I think the images and trailer speak for themselves on the level of change.

Update: 10 Mar, 2024 @ 9:17pm

-Reduced enemy AI count in the final section of Exodus, as there was so much AI that they were dumbed down and not functioning properly (This is likely an issue in vanilla too as I didnt really change the AI here much).

It should hopefully be fixed now.