More MoR! (Memories of Reach) Patch notes, plus

MoR BG image

So Memories of Reach came out yesterday!

There is a LOT more information about the update, so let’s get into what else was added/changed and perhaps a little bit of a recount as to what you may have already seen.

Infection:
As you know, Infection has finally made it into the playlists. It boasts a 12 person lobby with a 6-person fire team cap. So no more of just all of your friends playing together. Now you have to split the lobby with at least some randoms.

There are 9 Infected maps. Three of these are Developer infected, while 6 are all new Community made infection maps. I played a LOT of Infection yesterday into the wee hours of this morning. The Dev infected maps were fun. Adding in cages, crates and the like changed up the flow to the maps, which you should expect in infected versions.

Most of the Community made maps are pretty good. Visually they are really good. of course some are better than others. I don’t know that I have a favorite yet. What I can say is Infection is a LOT OF FUN! Don’t listen to others though decide for yourself by getting some games in.

One complaint I heard a little bit was that non-traditional infection weapons are n ow being used. Instead of just having pistols/shotguns, you now start with Assault Rifles and Shotgun. However, scattered throughout the maps are power weapons aplenty. You will find that on the 3 Dev infected maps, there is a Halo CE Pistol. I won’t give away those locations though as it’s better if you find them for yourselves. Okay, I’ll give you one. On the Plaza infected map, just on top of a blue vertical sign lays one. It takes a few skillful jumps to get to it.

There are 4 rounds in each Infection game. The bonus of this is that you can get a first strike in EACH round! Not only for yourself, but for your Spartan Company. (If your’e not in one, consider joining HFFL’s HERE.

Matchmaking Preferences

arena-preferences-1c34ac556b6f4073a604da51f7ca4c16

You can now choose which preference you want to search in. Your choices are Balanced, Expanded and Focused. Balanced is what you’ve been playing on all along in Halo 5. Expanded gets you into matches more quickly as it’s wide open to everyone playing. Focused matches you more closely to your Fireteam’s skill and connection.

Memories of Reach REQ Pack

memories_of_rech_req_waypoint_module_542x305-a249ea842d38496db8a0727da1c7bc95

As with nearly each update, we get the chance to purchase a REQ pack specific to that update. This one is a little bit different. First, instead of costing 80K REQ Points (as usual for Update packs), this one will set you back 120K REQ Points (or $15 US if you are so inclined).

So what do you get for that? You will get 3 Permanent REQs, a mythic weapon and 12 ultra-rare or legendary single use REQs.

The question is: Is it worth that? My answer? No. You can get a LOT more permanent REQ cards if you buy Silver or Gold packs. Granted those basic silver and golds might not net you Reach REQs though if you don’t already have most everything else unlocked. Is it worth it to you to wait and get them free later on? Or will you pay up front for them and use up a good chunk of REQ points or really money? That’s for you to decide.

As for me, I already had everything else unlocked. So I had no desire to get this update pack. Instead, I spent 106K REQ Points and got ALL of the Reach REQs.

Animated Emblem!wayauntie_dot_point_module_542x305-463bbf86d7d94b7d83220e3df741450a

The Auntie Dot emblem is ANIMATED! Just as it was in Reach, here it is in Halo 5! I immediately put this one on. An instant favorite and classic!

A new ship (and it’s NOT the Falcon)…
phaeton-helios-module-8c8a7bb57871437b9e8f8c4b3a11b007
To many people’s surprise, the new vehicle was not the Falcon as hoped for. Instead we get a reskinned Phaeton. This one is called a Phaeton Helios.  I will admit it looks pretty good. It has a powerful cleaning beam, which some have describes as being a Sentinel beam. It will overheat. You do have a little bit increased mobility with this Phaeton. However, while it boasts increased armor, friends that I gamed with last night that used this ship said they didn’t notice any difference. An Ultra Banshee can still take you out in 2 banshee bomb shots for example.

REQ Pack Upgradesgold-silver-packs-tp-9d80fcd39d92446cb0c992828c88f366
Getting back to REQ packs for a moment. There has been a change to both the Silver and Gold packs. Now instead of getting an Emblem in one of the two first slots, you will get permanents like Weapons Certs, Skins, Armors and Helmets. Now the THIRD slot is where you have ‘a high chance’ of getting an emblem. So you potentially can get THREE permanent REQs instead of 2. This is a GOOD thing folks! It means you can complete your REQ collection much quicker!

Okay, from this point on (unless I specifically state so), the patch notes below are a reblog from Halo Waypoint, and yes, I’ll have some commentary along the way:

Content Update Notes

New Features and Updates:

  • Infection mode and playlist added.
  • New Arena map added: Stasis.
  • Added matchmaking preference options (Balanced, Focused, and Expanded).
  • Revamped Post Game Carnage Report.
  • Added Material Override and Texture Overlay options to Forge.
  • Increased value of Gold and Silver REQ Packs. (See below for details)

HFFL: Oh that Post Game Carnage Report is SOOO much better! You can see what medals you got, who you killed the most, who killed you the most, your most used weapon and more! Texture overlays I’ll get to in a moment.

Multiplayer:

  • Fixed an issue that caused player properties to not be applied to players correctly.
  • Fixed a performance issue in Warzone caused by firing a Gungoose against a specific surface.
  • Brute Plasma Rifle added to Fiesta Classic.
  • Fixed a rare case that allowed a Spartan to spawn in the scope of an enemy sniper.
  • Reduced instances where players could spawn outside of the playable map area in Warzone.
  • Players can no longer knock teammates out of the REQ Terminal menus.
  • Fixed voice over for SPNKr and Weapon Pad events.
  • Public API: Fixed PlayerScore in MatchEnd telemetry.
  • Fixed an issue where audio didn’t play after finishing a Warzone match on Skirmish at Darkstar.
  • Round Based FFA modes now use total score to determine winners.
  • Custom Games Settings tweaks:
  • Players can now enable or disable weapon pickup in player traits.
  • Brute Plasma Rifle can now be selected as a loadout weapon.
  • Players can now adjust total rounds for magazine based loadout weapons.
  • Active Camo can now be set as a percentage instead of just on/off.
  • Moved Machinima Settings in the Custom Games UI to the General Settings submenu.

HFFL: Active Camo now being able to have a percentage is great! Instead of full on, you can have it so that a spartan is partially visible. I like this!

REQ System:

  • Increased value of Gold and Silver REQ Packs
    • First two slots no longer grant emblems, thus chances of receiving other permanent REQs such as power Weapon Certifications, Weapon Skins, Armors, and others has substantially improved if available.
    • Third slot now offers a large chance of awarding an emblem as well as a single use REQ
    • In general, the chance of dropping rarer single use REQs has increased.
  • Memories of Reach REQ pack available later today, for a limited time.

User Interface:

  • Added Matchmaking Search Preferences: Screen capture.
    • Balanced (default): Search for a match based on your fireteam’s skill and network connection quality.
    • Expanded: Widen search parameters to find the first available match with reasonable skill matching and network connection quality.
    • Focused: Narrow search to find the best match based on your fireteam’s skill and connection. Search times may be longer than normal.
  • Added a new recap screen in the Carnage Report. This screen lists each player’s Medals, Tool of Destruction, who they killed the most, who killed them the most, and other match specific information. Access this screen by pushing “A” on a player while in the Carnage Report.
  • Added advanced options for vertical and horizontal controller sensitivity.
  • Added the ability to use Left and Right trigger to quickly navigate to other player’s while on the recap screen.
  • Accessing Player Options in the Carnage Report now moved to the “X” button. Filter Team functionality (formerly the “X” button) has been removed from the Carnage Report.
  • Added the ability to see other Spartan’s stances in the Carnage Report.
  • Added new celebration moment for a Spartan Rank up and a Competitive Skill Rank (CSR) up in the Carnage Report.
  • Changed the flow of the Carnage Report screens to start on the Match Stats screen first.
  • Added support for Infection to the scoreboard. Zombies and Alpha Zombies each display a new Infection-only graphic in place of their emblem.
  • Added the ability to rotate other Spartan’s in the Carnage Report.
  • Added medal rarities in the Carnage Report to help highlight Rare and Legendary medals.
  • Added an Open Packs animation and pack count notification to the Help Bar if you have available packs to open.
  • Continued performance optimizations to the Warzone Terminal.

HFFL: I haven’t yet changed my vertical sensitivity, but plan on doing so. I need it to be faster. I didn’t catch that there was an animation for ranking up. Dang it…I ranked up yesterday too from 144 to 145! It’s going to be a bit before I get to 146…(It’s a LONG trek now between ranks, once you hit into the 140s, folks.

Sandbox:

  • Fixed a bug where Spartan Charge would not properly target enemies at the edges of red reticle on the horizontal plane (you can still get red reticle and miss vertically).
  • A target that uses thrusters will still escape.
  • Slightly increased movement speed while crouching.
  • Raised biped collision damage, making it easier to run over Spartans with vehicles.
  • Speedboost:
    • Removed shields recharging while sprinting while speed boost is active.
    • Performing a Spartan Charge against an enemy while Speed Boost is active no longer kills in 1 hit.
  • Plasma Caster: Default
    • Reduced non-charged timer from 0.5 to 0.3 (less overshooting of enemies).
    • Sticky grenade has less arc (to be able to place it on the map more reliably).
    • Sticky grenade detonation is now more damaging vs. vehicles, but less damaging vs bipeds (will still kill bipeds in one shot when stuck).
    • Increased sticky grenade submunition damage values from 43 to 75 (indirect fire from a sticky shot can now actually kill!)
    • Sticky submunition grenade inner AOE increased from 0.65 to 1.0.
  • Plasma Caster: White Scar
    • Needles have improved aim toward nearby targets.
  • Plasma Caster: Scourge of Fire
    • Sticky shot now has 7 submunitions instead of 5.
  • Hydra Launcher: Default
    • Reduced recoil in hip.
    • Increased inner AOE radius from 0.4 to 0.8.
    • Increased impact damage to make it more effective against vehicles (still two rockets to kill Spartan).
  • Hydra Launcher: Typhon
    • Enabled multi lock on for up to 3 targets.
    • Increased impact damage (still two rockets to kill Spartan).
  • Scattershot: Loathsome Thing
    • Increased number of hardlight projectiles to be same as normal scattershot (5 -> 8).
  • Rocket Launcher: High Five
    • Increased AOE radius on cluster rockets.
  • Binary Rifle: Twin Jewels of Maethrillian
    • Reduced recoil.
    • Placed twin projectiles a bit closer together for easier biped targeting.
  • Covenant Carbine: Rain of Oblivion
    • Reduced recoil.
    • Increased zoom magnification a bit (closer to default Carbine).
  • Incineration Cannon: River of Light
    • Added slight homing to charge shot to hit multiple bipeds easier.
  • Incineration Cannon: Heartseeker
    • Added proximity detonation to charge shot (like the normal Incineration Cannon has) to make it more effective against airborne targets or targets behind cover.
  • Fuel Rod Cannon: Pool of Radiance
    • Fixed a damage bug (was not causing AOE damage on initial explosion).
    • Made projectile thicker.
  • Needler: Talon of the Lost
    • Reduced supercombine count to be same as normal Needler.
    • Needles have longer lifetime to more easily supercombines against difficult to hit targets (8s instead of 4s).
  • Spartan Laser: Selene’s Lance
    • Reduced recoil.
    • Made beam thicker .
  • Gravity Hammer
    • Spartan Charge with the Gravity Hammer is no longer one shot kill when hitting from the front.

HFFL: A lot of good weapons buffs here. One boost I’m particularly happy that was changed is ‘speed boost’. Gawd, I hate being Spartan Charged. To me it’s this game’s ‘Armor Lock’ (from Reach). Taking away the one-hit-kill makes my life just a little better…whew.

Campaign:

Please note that enemy-specific changes will also apply to Warzone AI.

  • Reduced two-player difficult slightly.
  • Increased single player difficult slightly.
  • Made Warden attacks a little easier to dodge, particularly on lower difficulties.
    • Face Beam tracks moving targets less accurately
    • Gravity Bomb has less homing.
    • Melee attack has slightly less range.
  • Made the Warden slightly easier to kill from the front.
  • Reduced AI Focus Turret damage output.
  • Reduced AI Storm Rifle, Suppressor, and Light Rifle effectiveness.
    • AI Storm Rifle: fires in shorter bursts, projectiles spread out more and move more slowly. Jackals are now less effective than Elites with the Storm Rifle.
    • AI Suppressor: fires in longer bursts, projectiles have less homing. Crawlers are now less effective than Soldiers with the Suppressor.
    • AI now fire shorter bursts with the Light Rifle.
  • Increased AI Plasma Pistol, Needler, and Beam Rifle effectiveness.
    • AI Plasma Pistol: slightly higher accuracy and damage.
    • AI Needler: AI now fire longer bursts (i.e. can now supercombine players on Heroic and above), slightly higher damage.
    • AI Beam Rifle: slightly more damage (mostly this will make it a two-shot kill instead of a three-shot kill in Heroic single player, allowing Jackal Snipers to actually kill a player from time to time).
  • Added a “tackle” animation to Sword Elites.
    • Instead of stopping to swing at a moving target they can swing on the move.
  • Increased Elite, Elite Officer, and Solider Officer durability.
  • Reduced Solider bamf frequency.
  • Killing a Crawler now deals area-of-effect damage to all nearby enemies, softening them up or killing them outright.
  • Reduced frequency of Squad AI getting killed while in a gunner’s turret in a player’s vehicle.
  • Made being killed by an attached Plasma Grenade non-revivable, similar to lethal damage from a Binary Rifle.
  • Increased AI special ability chance with higher player count in co-op games, e.g. Plasma Pistol overcharge, grenade throw.
  • Increased AI promotion chancde with player count in co-op games.
    • i.e. in cooperative games you will enounter more high-ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals, and Crawlers).
  • The first player to press the “Call for Help” now has priority, other players will have to wait their turn for a revive.

HFFL: I think it’s great that 343 is willing to change things for the better in their campaign. I agree with most of these changes!

Forge:

New and updated features:

  • Material Base: Change the material of the primitive building blocks (blocks, triangles, cylinders, & rings). Choose from:
    • Default Metal.
    • Concrete.
    • Wood.
    • Covenant.
    • Forerunner.
    • Marble.
    • (For some reason not listed, there is also a Cobble Stone texture-HFFL)
  • Material overlay: Customize primitive blocks with additional overlay textures to blend into your environment and add character to your world. Choose between Grime or Frost overlays.

HFFL: OMG!!!! TEXTURES! YES! Okay, I’ll stop typing in CAPS… Seriously folks, textures is something we forge fans have been wanting for a long time. These new textures are an excellent start. I in particular like the Covenant texture the most of these. The overlays are pretty cool too. I’ve been wanting to make things look snow covered. Having a frost overlay is going to help with that tremendously. The grime overlay really adds some depth to objects. It works VERY well with the Cobble Stone texture.

New assets:

  • gameplay> weapons>
    • Brute Plasma Rifle [Halo 2]
  • gameplay> ammo>
    • Ammo Locker [2x3x2.5; UNSC]
    • Ammo Locker [4.5×4.5×4.5; Covenant]
  • gameplay> death spheres> classic>
    • Kill Ball: Classic [10x10x10; jr]
  • gameplay> death spheres> plasma>
    • Kill Ball: Plasma [10x10x10; jr]
    • Kill Ball: Plasma [50x50x50]
  • gameplay> death spheres> invisible>
    • Kill Ball: Invisible [10x10x10; jr]
    • Kill Ball: Invisible [50x50x50]

HFFL: The Ammo crates are cool. The Covie one is especially nice. I LOVE the new kill balls. The Plasma one is awesome! That these now come in small and regular sizes is great!

HFFL: Now, regarding textures and overlays, for now, these can only be applied to the ‘Primative’ objects in Forge. Hopefully that will be expanded to other objects down the line. But this is an excellent start!

  • primitives> blocks> simple>
    • Block: Simple [2x2x2]
    • Block: Simple [2x2x4]
    • Block: Simple [2x2x8]
    • Block: Simple [2x4x4]
    • Block: Simple [4x4x4]
    • Block: Simple [4x4x8]
    • Block: Simple [4x4x16]
    • Block: Simple [4x8x8]
    • Block: Simple [8x8x8]
    • Block: Simple [8x8x16]
    • Block: Simple [8x8x32]
    • Block: Simple [8x16x16]
    • Block: Simple [16x16x16]
    • Block: Simple [16x16x32]
    • Block: Simple [16x16x64]
    • Block: Simple [16x32x32]
    • Block: Simple [32x32x32]
    • Block: Simple [32x32x64]
    • Block: Simple [32x64x64]
    • Block: Simple [64x64x64]
  • natural> plants> grass>
    • Plant: Grass [4×12; alpine]
    • Plant: Grass [6×12; alpine]
    • Plant: Grass [8×12; alpine]
    • Plant: Grass [12×12; alpine]
    • Plant: Grass [8×24; alpine]
    • Plant: Grass [12×24; alpine]
    • Plant: Grass [16×24; alpine]
    • Plant: Grass [24×24; alpine]
    • Plant: Grass [16×48; alpine]
    • Plant: Grass [24×48; alpine]
    • Plant: Grass [32×48; alpine]
    • Plant: Grass [48×48; alpine]
    • Plant: Grass [4×12; glacier]
    • Plant: Grass [6×12; glacier]
    • Plant: Grass [8×12; glacier]
    • Plant: Grass [12×12; glacier]
    • Plant: Grass [8×24; glacier]
    • Plant: Grass [12×24; glacier]
    • Plant: Grass [16×24; glacier]
    • Plant: Grass [24×24; glacier]
    • Plant: Grass [16×48; glacier]
    • Plant: Grass [24×48; glacier]
    • Plant: Grass [32×48; glacier]
    • Plant: Grass [48×48; glacier]

HFFL: LARGE patches of grass now! This really helps to fill up some ground cover.

  • props> crates>
    • Crate [4.5×5.5×4; UNSC; large; Stasis]
    • Crate [8x8x9; UNSC; stack; 8x; Stasis]
  • props> bodies> human>
    • Body: Human [1x1x1; skull; small]
    • Body: Human [2x2x2; skull; large]
    • Body: Human [3x8x1]
    • Body: Human [4x3x3]
    • Body: Human [4x7x1]
    • Body: Human [4x7x1]
    • Body: Human [4x7x1]
  • props> bodies> covenant>
    • Body: Covenant [5x9x3; Elite]
    • Body: Covenant [6x9x3; Elite]
    • Body: Covenant [6x10x3; Elite]
    • Body: Covenant [6x10x3; Elite]
    • Body: Covenant [7x6x4; Elite]
    • Body: Covenant [5x7x3; Grunt]
    • Body: Covenant [6x6x2.5; Grunt]
    • Body: Covenant [6x6x3.5; Grunt]
    • Body: Covenant [7x6x2.5; Grunt]
    • Body: Covenant [5x8x2; Jackal]
    • Body: Covenant [5x9x2; Jackal]
    • Body: Covenant [5x10x2; Jackal]
    • Body: Covenant [6x8x2; Jackal]

HFFL: Okay….I am SO happy about these. While you can’t do a lot with them to make them look ‘real’, it’s still cool to be able to place Covie bodies on a map. I DID however take the opportunity yesterday to make a ‘Dance Party’ with the Covie bodies. I posted it on the HFFL Instagram account.

Dance Party 1 Dance Party 2

HFFL: I have more pics of this showing how I made it. I’ll post those in another article. Oh and in that article, I’ll show a lot more of the new Forge objects that came with the MoR update. Look for that in a day or so.

  • props> trash> bags>
    • Trash: Bag [2x2x3]
    • Trash: Bag [3x3x2]
    • Trash: Bag [3x3x2]
  • props> trash> piles>
    • Trash: Pile [4x7x3]
    • Trash: Pile [5x7x3.5]
    • Trash: Pile [6x8x4]
  • extras> decals> modes>
    • Decal: Mode [16×16; Grifball]
    • Decal: Mode [16×16; Assault]
    • Decal: Mode [16×16; Infection]
  • extras> decals> symbols>
    • Decal: Symbol [2×2; biohazard; orange]
    • Decal: Symbol [2×2; biohazard; orange/black]
    • Decal: Symbol [1×1; electricity]
    • Decal: Symbol [1×1; flammable]
    • Decal: Symbol [2×2; gas mask; gray]
    • Decal: Symbol [2×2; gas mask; orange/black]
  • extras> decals> location>
    • Decal: Location [1×3; attention; surveillance]
    • Decal: Location [5×2; attention; surveillance]
    • Decal: Location [2×4; engine room; station 42->a]
    • Decal: Location [3×1; restricted; authorized personnel]
    • Decal: Location [2×3; station; food]
    • Decal: Location [3×1; station; food]
    • Decal: Location [3×2; station; station]
  • extras> decals> caution-danger>
    • Decal: Hazard [1×4; caution; blast zone]
    • Decal: Hazard [2×4; caution; loading]
    • Decal: Hazard [5×2; caution; no touch]
    • Decal: Hazard [5×2; caution; watch hands]
    • Decal: Hazard [5×2; caution; watch step]
    • Decal: Hazard [2×3; danger; explosives]
    • Decal: Hazard [5×2; operate vehicles; with care]
    • Decal: Hazard [1×4; warning; orange]
    • Decal: Hazard [2×2; warning; triangle]
    • Decal: Hazard [3×4; warning; gas mask required]
  • extras> decals> trash>
    • Decal: Trash [1x6x0]
    • Decal: Trash [4x6x0]
    • Decal: Trash [5x7x0]
    • Decal: Trash [6x9x0]
    • Decal: Trash [9x11x0]
  • extras> decals> squares>
    • Decal: Square [8×8]
    • Decal: Square [16×16]
    • Decal: Square [32×32]
    • Decal: Square [36×36]
    • Decal: Square [64×64]
  • extras> decals> rectangles>
    • Decal: Rectangle [32×64]
    • Decal: Rectangle [36×18]
  • extras> decals> circles>
    • Decal: Circle [12×12]
    • Decal: Circle [16×16]
    • Decal: Circle [24×24]
    • Decal: Circle [32×32]
  • extras> fx> sparks>
    • FX: Sparks [waterfall; gold]
  • extras> fx> fire>
    • FX: Fire [Human; jet; medium]
    • FX: Fire [Human; jet; large]
    • FX: Fire [Human; thruster; medium]
    • FX: Fire [Human; thruster; large]
    • FX: Fire [Human; pyre; medium]
    • FX: Fire [Human; pyre; large]

HFFL: Oh the jet and thrusters are AWESOME! I will find a use for these, for sure!

  • extras> fx> explosion>
    • FX: Explosion [Human; large]
    • FX: Explosion [Covenant; medium]
  • extras> fx> steam>
    • FX: Steam [rising; vent; medium]
    • FX: Steam [rising; vent; large]
    • FX: Steam [falling; vent; medium]
    • FX: Steam [falling; vent; large]
  • extras> fx> lensflares>
    • FX: Lens-Flare [Forerunner; medium]
    • FX: Lens-Flare [Forerunner; large]
  • extras> fx> energy>
    • FX: Energy [Covenant; small]
    • FX: Energy [Covenant; medium]
    • FX: Energy [Forerunner; spiral]
    • FX: Energy [Forerunner; teleport]
    • FX: Energy [Forerunner; vacuum]
  • extras> fx> slipspace>
    • FX: Slipstream [open]
    • FX: Slipstream [loop]
    • FX: Slipstream [close]

HFFL: Okay folks, even if you don’t use forge, I HIGHLY recommend you check the slipspace FX. These are by far some of the best EVER objects added into ANY of the Halo forges.

  • extras> fx> bugs>
    • FX: Insects [swarm; small]
    • FX: Insects [swarm; medium]
    • FX: Insects [swarm; large]
    • FX: Insects [Forerunner; red; medium]
    • FX: Insects [Forerunner; blue; medium]
  • extras> fx> water>
    • FX: Water [drip; light; medium]
    • FX: Water [drip; light; large]
    • FX: Water [drip; heavy; medium]
    • FX: Water [drip; heavy; large]
  • extras> fx> lighting>
    • FX: Lightning [strike; large]
  • extras> blockers> type> two-way>
    • Blocker: Team [1×1; team pass]
    • Blocker: Team [1×2; team pass]
    • Blocker: Team [2×2; team pass]
    • Blocker: Team [2×4; team pass]
    • Blocker: Team [4×4; team pass]
    • Blocker: Team [4×8; team pass]
    • Blocker: Team [8×8; team pass]
    • Blocker: Team [8×16; team pass]
    • Blocker: Team [16×16; team pass]
    • Blocker: Team [16×32; team pass]
    • Blocker: Team [32×32; team pass]
    • Blocker: Team [32×64; team pass]
    • Blocker: Team [64×64; team pass]
    • Blocker: Team [64×128; team pass]
    • Blocker: Team [128×128; team pass]
  • extras> blockers> type> one-way>
    • Blocker: One-Way [1×1; team pass]
    • Blocker: One-Way [1×2; team pass]
    • Blocker: One-Way [2×2; team pass]
    • Blocker: One-Way [2×4; team pass]
    • Blocker: One-Way [4×4; team pass]
    • Blocker: One-Way [4×8; team pass]
    • Blocker: One-Way [8×8; team pass]
    • Blocker: One-Way [8×16; team pass]
    • Blocker: One-Way [16×16; team pass]
    • Blocker: One-Way [16×32; team pass]
    • Blocker: One-Way [32×32; team pass]
    • Blocker: One-Way [32×64; team pass]
    • Blocker: One-Way [64×64; team pass]
    • Blocker: One-Way [64×128; team pass]
    • Blocker: One-Way [128×128; team pass]

Bug fixes, tweaks, and cleanups:

  • Fixed an issue where spawn points were being invalidated if they were floating/not placed in specific ways.
  • Fixed issues with Soccer Ball and Kill Ball physics to allow for more accurate rolling.
  • Added team support to vehicle blockers.
  • Kill Ball (and its new friends) now live under gameplay>kill-balls rather than under props since they have gameplay (they kill Spartans!).
  • Teleporters now use “ghost” physics which allow Spartans to move through them preventing the physics bump when they are walked over.
  • Implemented Magnet and Lightmap fixes for certain Trapezoid primitives.
  • Implemented Magnet and Lightmap fixes for certain Ring primitives.
  • Implemented Magnet and Lightmap fixes for certain Cylinder primitives.
  • Implemented Lightmap fixes for Generators.
  • “Pistons” Barriers updated – 6 various sizes (tri-color).
  • Squashed various bugs surrounds changing group parents.
  • Fixed an issue that caused a crash when welding two large groups together.
  • Fix an issue where deletes that should be interpreted as permanent allowed the deleted object to respawn if it had a respawn timer.
  • “Delete all unlocked objects” command now deletes grabbed objects.
  • Cleared leftover state from deleted groups that could cause unexpected behavior when making new groups.
  • Fixed issues with physics of grouped unwelded vehicles after a grab + drop cycle.
  • New light gobos for game modes; Grifball, Assault, & Infection.
  • Fixed an issue with Van prop moving backwards when scripted to move forward; if you are experience problems with one placed in a level you will need to replace it with one from the level.
  • Improved magnets on the Car and Van props.
  • All rings now support tertiary.
  • Re-organized some of the decals to work fit in better with the new decals.
  • Slightly increased precision rotation speed to accommodate for the rotation of smaller objection.

HFFL: There is SO much I could talk about with all the new Forge objects stuffed into this update! In fact, I WILL have an article on these. I’m compiling screenshots to better illustrate what I will be talking about and should have that article done in a day or so.

Source Link

This entry was posted in Halo 5 Guardians, REQ cards by Sal. Bookmark the permalink.

About Sal

I’ve got tons of experience with Halo gaming and collecting. I feel I have something to offer to the greater Halo fan community. Posts along the way will be about tips and tricks in the games as well as collecting and many more Halo related things. I’ll also repost interesting articles from the official site, Halowaypoint.com, or from fellow Halo fan sites. As I continue this blog, I hope to help gamers who want advice on the games, as well as any collectors with regards to where to find collectibles as well as deals, coupons and so on. You can also follow me on Twitter at: http://twitter.com/#!/HaloFanForLife or Facebook at: http://www.facebook.com/halofanforlife11. Welcome to my blog and I hope you’ll come back again and again. -Sal