Halo: The Master Chief Collection

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Latest version: v1.02b (14th February 2024)

==========================
====== WHAT'S THIS? ======
==========================

Firefight CE is a customisable Firefight mode for Halo: CE compatible with both Steam and Windows Store releases of MCC PC, with features roughly on par with that of ODST and Reach, implemented as best as possible in the original CE's game engine. Which *really* does not want to do any of these things.

With multiple maps and game modes, this allows a lot of opportunities to explore the Halo sandbox, and relentless combat not really offered during the original game.

This took around a year of development and a huge amount of work to try to make an ancient game engine do things that were never intended in a million years. If you enjoy this, it would be great to hear about it, and if you share it then hopefully 343i can look at properly implementing this stuff with less crazy hack fixes!

Thanks for downloading, and I hope you enjoy.



==========================
====== KEY FEATURES ======
==========================

* Customisable Firefight experience with 11 built in game modes, which can be tweaked as desired with many options.
* Six unique maps and one night variant.
* Fuel Rod Gun and Flamethrower are available from multiplayer, and tweaked for PvE balancing.
* Drivable Wraith can be optionally spawned.
* Experimental coop support.
* Skull progression to vary the game.
* The Digsite MA5 Assault Rifle, SMG, Chaingun, Kestrel, and Spectre are optionally available.



==========================
====== INSTALLATION ======
==========================


Steam Workshop
---------------------

If you have Steam you can install this through the Steam Workshop, by navigating to below and clicking Subscribe:
https://steamcommunity.com/sharedfiles/filedetails/?id=2898809930

Start up MCC with anti cheat disabled, navigate to the Halo CE campaign and you should see a new option "FIREFIGHT CE".

Please note, there are reports that the maps will not load if CE MP is not installed. If you experience this issue, try installing CE MP.


Manual Installation
---------------------

The manual installation build is aimed at those using the Windows Store version, however you can use this with the Steam version if you wish. It can be found at the following link:
https://www.nexusmods.com/halothemasterchiefcollection/mods/2192

Both the Steam Workshop version and Manual Installation version use the same files and are compatible with each other for co-op, providing the manual version is running the latest build, since the Steam Workshop version should always be up to date.


1) You will need to create a parent folder for your Halo mods if you do not already have one. For instance:

C:\Halo Mods

This location can be anything, make a note of it, and extract the "Firefight CE" folder from the ZIP file to this directory.

In the above example, Firefight CE ends up in the following directory:

C:\Halo Mods\Firefight CE

2a) If you have a ModManifest file, you can use the following link to open it, or you can navigate to the directory and open the file that way.

%UserProfile%\AppData\LocalLow\MCC\Config\ModManifest.txt

Once you have opened the file, proceed to step 3.

2b) If you don't have a ModManifest file you will need to create it. Navigate to your application data folder for MCC, you can paste this link into Windows Explorer to take you there:
%UserProfile%\AppData\LocalLow\MCC\Config\

Right click in the directory, then "New" then "Text Document", and name the file ModManifest (if you have visible file extentions it should be "ModManifest.txt").

3) Add a new line in your ModManifest file to point to where your parent folder containing Halo mods is located. If we use the above example you would create a new line with the following directory:
C:\Halo Mods

This will not work if you point directly to the Firefight CE folder, this must be your main Halo mods folder.

4) Boot up MCC with anti-cheat disabled. If you go to the CE campaign, you should see a new option "FIREFIGHT CE".



==========================
===== COMMON PROBLEMS ====
==========================


"The game won't load"

This is caused by CE multiplayer not being installed. It is not clear at present why this prevents the game from loading, however installing both CE campaign and CE multiplayer should resolve this.


"I can't get out of the menu"

There is a bug in MCC where keybindings are wrong, which makes menu navigation confusing. Please see the quickstart guide below for help. Alternatively please see the single player menu selection later on for more details.


"We're invincible in co-op"

A deliberate design choice, not a bug. This is done due to lack of engine support for this. Please see FAQ for more details if needed.



==========================
==== QUICKSTART GUIDE ====
==========================

Single Player
--------------------

Single player is the definitive version due to compromises needed in co-op. When you start the game you will be presented with the gametype selection menu. Assuming Universal Recon, you can navigate menus as follows:

LT/RT - This opens the menu if selected, or adjusts the chosen option if this is not a menu.
A/B buttons - Selects next/previous menu entry.
RB/Zoom button - Goes back one menu level, or completes game setup if you are in the parent gametype customisation menu. If you are at gametype selection it will complete setup using default settings.


On PC you can navigate with the following (assuming default keybindings):

LMB/F key - This opens the menu if selected, or adjusts the chosen option if this is not a menu.
E key/1 key - Selects next/previous menu entry.
RMB - Goes back one menu level, or completes game setup if you are in the parent gametype customisation menu. If you are at gametype selection it will complete setup using default settings.


Use LT/RT (or LMB/F key) to select the gametype. If you wish to customise settings, hit A button (or E key). If you wish to use defaults, hit RB/Zoom or RMB.

When you have completed set up, hit A button (or E key) to start. Alternatively you can return to gametype selection (RB/Zoom or RMB), or go back to customising the game (B button or 1 key).


Co-op
--------------------

Co-op is not the full experience, as due to engine limitations it is not possible to customise beyond choosing the gametype, and players are set to be invincible because the respawn workaround in single player does not function in co-op.

The gametype will scroll through the options, the player by the switch will need to hit it when the desired option is listed in the HUD.



==========================
===== BUILT IN MODES =====
==========================

The following are built in game modes, though aside from Pink Mist nothing is hard coded and the player can tweak these as they like in single player using the settings available:

Firefight Classic
--------------------

"Fight against increasingly difficult odds."

Fairly similar to the traditional Firefight experience which debuted in ODST, with limited lives, no round or time limits, and skull progression gradually makes the game harder.


Sniperfight
--------------------

"It's like shooting fish in a barrel. From a mile away."

Based on the gametype from elsewhere in the collection, this features infinite Sniper Rifle, Pistol, and grenades. Uses arcadefight skull progression.


FRGfight
--------------------

"Look into the light. The green, glowing light."

Infinite FRG, Needler, and grenades. Uses arcadefight skull progression. Hope you like explosions.


Rocketfight
--------------------

"Who says you can't bring a rocket to a gun fight?"

Infinite Rocket Launcher, Flamethrower, and grenades. Make them explode, or make them fry. Your choice.


Gruntpocalypse
--------------------

"All Grunts. All the time. Aim for the face!"

Few things in life are better than killing endless amounts of Grunts. Now you can.


Beakageddon
--------------------

"Some say Jackals taste like chicken. Those people are wrong."

Fairly similar to its Gruntpocalypse counterpart, you can probably figure out what the difference is.


Phantoms
--------------------

"It's behind you."

A blend of classic and arcade settings, with the Assassins skull enabled making all enemies invisible. Keep your eyes out!


Fistfight
--------------------

"Only a fool trusts their life to a weapon."

Only the Oddball and Flag weapons are available, Black Eye is permanently enabled for shield regeneration.

While both weapons do greatly enhanced melee damage, the Oddball does less damage than the Flag in return for swinging faster, which may prove useful against less resilient enemies, or for quickly regaining shields.


Floodfight
--------------------

"There is only one treatment for this infestation: extermination."

Normal Firefight rules, but you fight hordes of Flood instead.


Robocalypse
--------------------

"Automated devastation. Bring your can openers."

An arcade-based variant with a lot of murderous 0s and 1s out for you. Player has infinite ammo, and starts with plasma weapons.


Fiesta
--------------------

"It's a surprise party and everyone's invited."

If you want random chaos, you might be interested in this. All vehicles, random weapons, infinite ammo, and completely random enemies, so anything can appear. And don't expect them to kill each other, either.

Oh, and the enabled skull is random too. Have fun!



==========================
========== MAPS ==========
==========================

The mod ships with six maps and one night variant, set within different environments in the original game.

Extraction
----------

"The extensive biodiversity and ecological stability observed on Forerunner constructs is proof of the ancient race's mastery across many domains."

Default map vehicles: Warthog, Rocket Warthog, Ghost
Supported vehicles: All
Hazards: Banshee, Wraith, Ghost
Additional features: Enemy dropships, soft kill areas

Set in the area you first encounter marines on "Halo", Extraction is a medium-large map set around the original structures and a reasonable amount of the surrounding area. The main structures provide defensive locations and a good vantage point for sniping, the more open outside 'ring' provides space for players who prefer to use vehicles.

Enemy dropships are also supported, and either an enemy Banshee, Wraith, or Ghost can appear as a map hazard.

The aerial soft kill zones are set so that generous use of flying vehicles is allowed, if present.


Rockslide
----------

"This rockslide deep within the mountains of Alpha Halo has seen many fierce battles."

Default map vehicles: Warthog, Ghost
Supported vehicles: All
Hazards: Banshee
Additional features: Enemy dropships

A medium-large map, this offers multiple combat opportunities by using the rocks as a site for close quarters combat, the defensive plateau at the back of the map (with optional marine allies) offers good sight lines for sniping and funnelling enemies into a chokepoint, and the outer part of the map is more open allowing for vehicle use.

The map also supports use of dropships, for a bit more of a traditional Firefight experience.


Hangar
----------

"The Covenant took few prisoners during their war against humanity. Escaping from capture was a rarer event still."

Default map vehicles: None
Supported vehicles: None
Hazards: None
Additional features: Grav lifts

A small map set on the Truth and Reconciliation, Hangar is a very vertical space, with the grav lifts being key to getting between levels quickly, though you can use the long way around if you want a breather. The higher levels offer good lines of sight for raining fire down below, but enemies are more than happy to use the same tactic against you if you let them.

Due to the way the grav lifts are implemented in the CE engine, it will interrupt shield recharging, so bear this in mind if you need to use them to make an escape.


Island
----------

"During the Battle of Installation 04, Covenant command placed high priority on gaining control of major ring subsystems."

Default map vehicles: None
Supported vehicles: All
Hazards: Banshee
Additional features: Soft kill barriers

A medium map set just outside the main facility on the Silent Cartographer, Island does not feature any vehicles by default but they can be optionally enabled. Several outcroppings provide a good vantage point for sniping, and the main structure provides a defensible location for close quarters combat. The cave also provides another good ambush point if you can lure enemies into it.

The map has soft kill zones for an open feel, but don't go too far!


Snowfield
----------

"MJOLNIR's integrated climate control systems have been demonstrated to allow for optimal combat efficiency in many different environments created by Forerunner terraforming."

Default map vehicles: Warthog, Rocket Warthog, Ghost
Supported vehicles: All
Hazards: Banshee, Wraith, Ghost
Additional features: None

The largest map, Snowfield has seen several alterations from the campaign version, with the one side of the map featuring more trees to better suit close quarters, the other side is much more open, with a few rocks and other obstacles to make sight lines slightly less open for better use with vehicles or longer range weaponry.

When map hazards are enabled, a random Ghost, Wraith, or Banshee can appear, so be wary.

Soft kill areas at the ends of the map provide advance warning of the hard kill areas ahead if you keep going.

Snowfield also has a night variant. Aside from the reduced light and view distance, the map is functionally identical to its daytime counterpart.


Swamp
----------

"Many years after the Alpha Halo incident, scientists are still unsure if this foreboding swamp was meant as a warning of the dangers ahead, or a part of Forerunner defenses against the Flood."

Default map vehicles: None
Supported vehicles: Ghost, Warthogs, Spectre
Hazards: None
Additional features: Fog, water combat

Set within the first swamp area on 343 Guilty Spark, this small-medium map makes for tricky combat on difficult terrain. The many trees and fog restrict line of sight, and the water will block projectiles, effectively reducing enemy hitbox size; explosives can prove useful here. The main structure is a safe haven from opposition forces if you need to replenish supplies, and the elevated ground towards the one side of the map can make for a good sniping location, as best the murky atmosphere allows.

Like Backwash in Halo 2, the map does not feature vehicles by default, but the lighter vehicles can be present if selected.

The fog has been made slightly less dense than its campaign counterpart, but still limits vision significantly.



==========================
=== SINGLE PLAYER MENU ===
==========================

When loading the game up in single player, you have the option of changing many aspects of the game mode via a menu created in the HUD. I still have no idea how I managed to implement this in game. Due to limitations of Halo's scripting engine and string entries, it will only recognise a few commands which makes it a bit awkward to use. Performance is not fantastic, but this allows the game to be reconfigured within its own engine.

Controls listed here assume using a gamepad with Universal Default (Recon), substitute your own key bindings as needed.


Simplified menu state diagram:


-------------<------------<-----------------<----------------
| |
GAMETYPE SELECTION ----->----- Zoom button ---->---- |
| | Zoom button
| | |
A button | |
| | |
| | |
GAMETYPE CUSTOMISATION MENU -- Zoom button ->- SETUP COMPLETE ---
| |
-----------<--------------<--- B button ---<--- |
|
A button
|
|
Start game!



The gametype selection is the initial menu and allows you to load the settings for the chosen game mode, use the Left and Right triggers to adjust the selection. If you want to customise the game mode further, hit the A button, or if you are happy and want to leave as it is, hit the RB/Zoom button to take you to the setup complete page.

The gametype customisation menu features multiple levels where different game settings can be adjusted, these should be fairly familiar to anyone who has used Firefight in ODST or Reach.

The setup complete menu allows the game to be started, the player can return to the customisation menu, or the player can start over and return to the gametype selection menu if desired.


Gametype customisation menu levels:

LT/RT - This opens the menu if selected, or adjusts the chosen option if this is not a menu.
A/B buttons - Selects next/previous menu entry.
Zoom button - Goes back one menu level, or completes game setup if you are in the parent gametype customisation menu.



On PC you can navigate with the following (assuming default keybindings):

E - next menu entry
1 - previous menu entry
LMB/F - Opens selected menu or adjusts chosen option
RMB - Goes back one menu level, or completes game setup if you are in the parent gametype customisation menu.




GAMETYPE SELECTION MENU
======================================
(Zoom to use defaults and go to setup complete menu, A to customise)
- Gametype



GAMETYPE CUSTOMISATION MENU
======================================
(Zoom to complete setup)
- GENERAL SETTINGS MENU
- PLAYER TRAITS MENU
- WEAPONS AND VEHICLES MENU
- FIREFIGHT SETTINGS MENU



GENERAL SETTINGS MENU
======================================
(Zoom to return to gametype customisation)
- Time Limit
- Map Hazards
- Marine Weapon Set
- Invulnerable Allies
- Cloaked Enemies
- AI Equipment Drops
- AI Grenade Use



PLAYER TRAITS MENU
======================================
(Zoom to return to gametype customisation)
- Primary Weapon
- Secondary Weapon
- Starting Grenade Count
- Infinite Ammo
- Active Camo



WEAPONS AND VEHICLES MENU
======================================
(Zoom to return to gametype customisation)
- Map Vehicle Set
- Indestructible Vehicles
- Map Equipment
- Digsite Content


FIREFIGHT MENU
======================================
(Zoom to return to gametype customisation)
- Starting Lives
- Round Limit
- Skull Selection
- WAVE PROPERTIES MENU

WAVE PROPERTIES MENU
======================================
(Zoom to return to firefight menu)
(Increased Enemies requires built in spawns to be disabled)
- Use Built In Spawns
- Increased Enemies
- INITIAL WAVE MENU
- MAIN WAVES MENU
- BOSS WAVE MENU
- BONUS WAVE MENU

INITIAL WAVE MENU
======================================
(Zoom to return to wave properties)
- Use Dropships
- Squad Type 1
- Squad Type 2
- Squad Type 3

MIDDLE WAVES MENU
======================================
(only used if built in spawns are disabled)
(Zoom to return to wave properties)
- Squad Type 1
- Squad Type 2
- Squad Type 3
- Squad Type 4
- Squad Type 5

BOSS WAVE MENU
======================================
(Zoom to return to wave properties)
- Use Dropships
- Squad Type 1
- Squad Type 2
- Squad Type 3

BONUS WAVE MENU
======================================
(Zoom to return to wave properties)
- Use Dropships
- Squad Type 1
- Bonus Randomisation



SETUP COMPLETE MENU
======================================
Zoom to return to gametype selection
B to return to gametype customisation
A to start game


Notes
----------

Dropships will only be used if the map supports it, and the chosen enemy squads are compatible.

Built in spawn logic uses hard coded Covenant squads with more options than the randomisation offered via the menu, if you want to change the squads used in the middle waves this must be disabled. Remaining waves will inherit from the menu.

Bonus randomisation will constantly roll the dice regarding the enemies spawned, instead of randomising once at the start of the bonus round. This only applies if Random / Random Covenant / Random Flood are selected as the squad type.

If you return to the gametype selection menu, it will reset all settings to the default for that game variant.

If the player selects a primary skull used by Firefight in the MCC menu or the Bandanna skull, these will be automatically reset at the start. Other skulls will remain on if enabled.

Toggling Digsite content on will enable Digsite weapons/vehicles to spawn as map equipment if supported by the map and game settings, and also enables the content for any random selection such as a random starting weapon. If you explicitly set your starting weapon to the MA5/SMG/Chaingun or vehicle set to Kestrel/Spectre it will appear regardless of this setting.


==========================
========= SKULLS =========
==========================

Using debug console commands, this mod does actually enable the skull functions used in CEA - it's not spawning an enemy variant with say twice as much health.

Tough Luck cannot be toggled using console commands, and several other skulls in ODST and Reach do not exist in CEA at present. The following skulls are used as primary skulls:

Anger
Black Eye
Catch
Cloud (Fog)
Famine
Mythic
That's Just... Wrong
Thunderstorm



As there was not enough script space to allow for arbitrary skull selection, several hard coded presets are offered.

None - all skulls are disabled.
Classic - Catch / Cloud / Thunderstorm. Set 2: Famine. Set 3: Mythic. Set 4: Anger.
Arcadefight - Catch / Mythic / Cloud. Set 2: Thunderstorm. Set 3: Anger. Set 4: Black Eye.
Gruntpocalypse - Anger, Catch, Cloud, That's Just Wrong permanently on. Set 2: Mythic. Set 3: Thunderstorm. Set 4: Famine.
Fistfight - same as classic, but Black Eye is permanently enabled.
Floodfight - None / That's Just Wrong / Cloud. Set 2: Mythic. Set 3: Anger. Set 4: Famine.
Robocalypse - That's Just Wrong / Mythic / Anger. Set 2: Thunderstorm. Set 3: Cloud.
All - All 8 skulls are permanently enabled.
All (except Black Eye) - All skulls except Black Eye are permanently enabled.
Random - skulls will be permanently enabled one at a time in random order.
Random Toggle - all skulls will be randomly toggled on or off each round.
One/Two/Three Random Skulls - Skulls are reset each round, and # skulls are randomly enabled. Famine is skipped if infinite ammo is enabled.

The bonus round will always use all skulls, regardless of what setting is used.



==========================
===== SANDBOX CHANGES ====
==========================

With a couple of exceptions, if an enemy variant or weapon was in the original CE campaign, it is unaltered here:

1) Stealth Elites have energy shields to increase their threat.
2) Marines have some resistance to Flood infection forms.

Multiplayer fans may have noticed a few toys have made their way over. While the Fuel Rod and Flamethrower have been tweaked to be more appropriate for PvE balance, the Rocket Warthog is unchanged.

The key word in the above is enemy *variant*, as several new ones have been added, such as Jackals using Needlers, or Spec Ops Grunts which can use the overcharge function like in later games.

The Wraith is also usable, but while powerful is difficult to use at close range.

The overall goal is to stay very true to the original sandbox, while adding a few new aspects to mix things up a bit.


The following enemy variants have been added:

* Stealth Elites can now wield a plasma pistol or needler.
* Jackals can now wield needlers.
* Added a spec ops rank of Jackal which can wield a plasma pistol, plasma rifle, or needler.
* Spec Ops Grunts can now be found with a plasma pistol (overcharge is enabled), and a plasma rifle.
* Elite Commanders can wield needlers.
* Spec Ops Elites can wield a plasma pistol and use the overcharge function.

* Flood Combat Forms can wield the Fuel Rod Gun.
* Cloaked Elite Combat Forms can wield weapons in addition to the unarmed variant found in the base game.


Digsite content has had various liberties taken with it, as these tags were never completed and balanced.

* Fixed a bug that caused the SMG to always use the "empty" reload animation.
* Digsite weapons have had damage multipliers corrected. No killing Wraiths with a couple of MA5 rounds!
* MA5 does not support the grenade launcher, to enable the player to still use grenades.
* The SMG does not use the burst fire mode, to enable the player to still use grenades.
* The chaingun does not overheat, and at present also serves as its own ammo pickup, compared to release tags which used assault rifle ammo. Damage and firing rate have been tweaked.
* The Kestrel behaves similarly to the H3 Hornet.



==========================
====== KNOWN ISSUES ======
==========================

It turns out that a million hack fixes to make a 20 year old game engine do crazy things doesn't work perfectly.

* Due to a bug in MCC, the menu keybinds displayed may be incorrect.
* The game over function will cause the game to restart (campaign maps do not have a script function to end the game, only move to the next level).
* Due to CE engine limitations, the enemy nav points can only show up to 4 enemies.
* Due to an engine bug, infection forms generated by carrier forms can clip through the level geometry into inaccessible areas, especially the bottom of the level.
* The game can set a nav point over an Infection form during the final round, though they do not count for the purposes of round completion.
* Infection forms can sometimes still attach themselves to invincible marines, which will cause them to panic until the end of the round.
* In single player, the player cannot truly die and respawn due to engine limitations, which will mean the player does not drop weapons or respawn with fresh equipment.
* In experimental coop mode, players cannot take damage due to the single player method not working, and a lack of scripting space to develop an adequate solution.
* If in a damaged Covenant vehicle when the round completes, vehicle health will be replenished but the damaged permutation will remain in use.
* The game will use default campaign behaviour and keep track of any weapons the player picks up. Extensively picking up weapons can overload the game engine during long play sessions (you probably have to be going for this one!).
* Grunt Birthday Party currently does not function. Sorry!
* In Fiesta, the pseudorandom number generator the game engine uses only has limited seed values (only being able to feed the game time in), so if you quickly launch the game you will get the same 'random' weapons each time, and possibly other settings like the skull and initial enemy wave. This applies to any random value but the varying time to navigate the menu when customising the game makes this less of an issue. When you play the game normally, randomisation should be fine.
* Enemies can drop a fully loaded Fuel Rod, even though they have been set to drop a slightly depleted weapon.
* Excessive decals can be produced on occasions, particularly when Sentinels engage invincible marines, or invincible marines have an infection form attached, which may cause visual artifacts.
* As CE has no support for physics objects, the grav lifts on Hangar do a very small amount of damage to the player to accelerate them upwards. This will knock the player out of zoom and interrupt shield recharging as with any other damage effect.
* Occasionally vehicles may experience physics glitches when respawning.
* When AI are set to use their default faction allegiance, they can still remain friendly with each other.
* Firefight CE will get stuck in an infinite loading screen if CE multiplayer is not installed - both CE campaign and multiplayer are required.
* Due to an MCC bug introduced in July 2023, the menu scripts will no longer recognise the "action" command when using a gamepad, similar to the bug which impacts keyboard users. Gamepad users please use the alternate "zoom" button to confirm settings and go back one menu level, the string entries have been amended to reflect this.
* Due to another MCC bug introduced same update as above, line breaks are no longer recognised which makes long strings impossible to fully read. Sorry!
* Due to ANOTHER bug introduced above, the bonus round timer is now drawn partially offscreen due to MCC placing it incorrectly.



==========================
==== VERSION HISTORY ====
==========================

11th November 2022 - v1.00 Initial Release

13th November 2022 - v1.00a

26th November 2022 - v1.01

26th November 2022 - v1.01a

7th December 2022 - v1.01b - Steam Workshop release, new mod format support.

19th December 2022 - v1.01c

12th January 2023 - v1.01d

12th July 2023 - v1.01e

20th July 2023 - v1.02

19th September 2023 - v1.02a

14th February 2024 - v1.02b

==========================
======= CHANGELOG ========
==========================


v1.02b
----------

* Fix: Mod package updated to support latest MCC build released on February 14th 2024.

* Fix: Resolved an issue where due to a CE engine bug, enemies would sometimes have incorrect faction flags when AI allegiance is set to default. Following backend workarounds, enemy factions should now always be properly hostile to each other when this is set.

* Fix: Resolved an issue where several gametypes had incorrect bonus round squads following a change made in v1.02.

* Fix: Resolved an issue which prevented the AI grenades drops option from working as intended, and also amended the string entries to reflect actual CE game engine behaviour. This is now "AI Grenade Use". Players who would like to stop AI from dropping grenades will need to disable AI equipment drops. Blame undocumented hardcoded behaviour for this one!

* Fix: Resolved an issue when navigating secondary weapon options backwards.

* Change: Multiple scripts have been optimised, though players should not notice any differences in functionality unless otherwise mentioned.

* Change: Several string entries have been tweaked as part of future update work.

* Feature: Player secondary weapon can now be set to "None".


v1.02a
----------

* Fix: Mod package updated to support latest MCC build released on September 19th 2023.


v1.02
----------

* Change: "Grunt Heavy" squad type has been removed and replaced with "Elite Purifiers". Hope you like swords!

* Change: Marines in Floodfight are now armed with shotguns, marines in Robocalypse are now armed with covenant weapons.

* Change: Fiesta by default enables newly added Digsite content.

* Change: Marines enabled/disabled toggle removed in favour of weapon set customisation, and are now enabled using the new option.

* Feature: Marine weapon set can be customised (Disabled / Default / Human / Covenant / Plasma Rifle / Needler / Shotgun / Sniper Rifle).

* Feature: A toggle for Digsite content has been added. This will enable Digsite weapon equipment on the map, Digsite vehicles will spawn, and enable random weapons to also include Digsite weapons, depending on game settings.

* Feature: The Chaingun, MA-5 Assault Rifle, SMG have been added as weapons.

* Feature: The Kestrel and Spectre have been added as vehicles. The Kestrel has been significantly modified from the base released tags, and takes heavy inspiration from the Hornet which it developed into for H3.


v1.01e
----------

* 343i fix: HUD text no longer incorrectly scales with resolution when maps are compiled with 'classic' keyword. Note: the latest update introduces some new bugs with the HUD, please refer to known issues.

* Fix: Mod package updated to support latest MCC build released on July 12th 2023.

* Change: Some enemy spawn blockers have been enlarged on Island and Extraction.

* Change: The secondary skulls menu has been removed, please use the main MCC menu to enable secondary skulls and primary skulls (e.g. Eye Patch) not used as part of standard skull selection. The Assassins skull used in the Phantoms gametype and not currently available normally has been moved to the "Cloaked Enemies" option in the General Settings Menu.

* Change: Flamethrower starting weapon ammo has been increased by 200 units (1 canister).

* Change: Menu string entries now refer to the zoom button instead of the action button, following introduction of a bug impacting the gamepad control scheme. Keyboard users were already forced to use the zoom button due to a similar bug and will notice no difference in functionality. Gamepad users please use the zoom button instead of action to navigate the menu in the meantime.


v1.01d
----------

* Fix: Resolved an issue where bonus round enemies could spawn and remain alive past the end of the bonus round when dropships were enabled.

* Fix: Level preview images in the MCC campaign menu no longer extend past the UI box.

* Fix: Amended a dropship spawn on Rockslide to prevent an enemy clipping through the level.

* Feature: New map Extraction added.


v1.01c
----------

* Fix: Mod package updated to support latest MCC build released on December 19th 2022.


v1.01b
----------

* Fix: Resolved an issue with grav lift acceleration on Hangar due to MCC engine changes in December MCC update.

* Fix: Maps have been rebuilt to resolve graphical artifacts following a change to how legacy map files are handled in December MCC update.

* Change: Maps have been recompiled with latest CE tag set released in December MCC modding tools update.

* Change: Mod has been rebuilt to use the new modular plugin format added in December MCC update, and is compatible with both Steam and Windows Store clients, with no need to overwrite files. This also provides native support for level previews and descriptions. Mod is available for automatic installation via Steam Workshop, or manual installation compatible with both Steam and the Windows Store version.


v1.01a
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* Fix: Resolved an issue with missing lights on Snowfield (Night)


v1.01
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* Fix: Grav lifts on Hangar will now use altered acceleration values if Sputnik is enabled to ensure closer adherence to default behaviour.

* Fix: Resolved an issue where the soft kill barrier counters were not decaying properly. These will now slowly decay when the player is out of a soft kill area as originally intended.

* Fix: Resolved an issue where the game would print Firefight sound file names when the player has subtitles enabled.

* Feature: Added two new skull presets designed for Floodfight and Robocalypse.

* Feature: Added two new options for the map vehicle set: Human, and Covenant. These may also be selected by the "Random" option.

* Feature: Added two new options for map equipment: Covenant, and All. Covenant will replace all weapon and ammo drops on the map with Covenant weapons. "All" will enable all weapon drops. Unless otherwise noted, default game settings are unchanged.

* Feature: Added a toggle for the bonus round to enable additional randomisation if a random squad (Random / Random Covenant / Random Flood) is selected. Normal behaviour is to randomise the squad once at the start of the bonus round and use that for the entire round. This can be used to result in different enemies spawning over the duration.

* Feature: Added a toggle to increase the enemies spawned in the initial and final waves to match middle waves (i.e. from 2 squads up to 4 squads). This is mostly intended for gametypes where the enemy squads do not vary between waves, and will require built in spawns to be disabled. Certain gametypes will now use this feature.

* Change: The recession skull has been removed from the Firefight menu (players do not truly die so this is de facto non functional).

* Change: That's Just... Wrong is now considered a primary skull, which means it is now used in the bonus round, the all skulls/all except Black Eye option, and can be enabled by random skull selections. It was already enabled for Gruntpocalypse/Beakageddon as a secondary skull, and has been made active in this preset as a primary skull.

* Change: HUD messages now indicate when skulls have been reset at the end of a round (i.e. with x random skulls enabled), or randomised (Random Toggle option).

* Change: Gruntpocalypse, Beakageddon, Floodfight, Robocalypse, and Fiesta now have more enemies in the initial and final waves.

* Change: Floodfight now uses the "Floodfight" skull preset (was Classic).

* Change: Robocalypse now uses the "Robocalypse" skull preset (was None).

* Change: The bonus round enemy spawning logic has been tweaked slightly, which should result in enemies spawning more frequently and enemy counts closer to the limit.

* Change: The bonus round will start more quickly.

* Change: Fiesta and Robocalyse will now use the "All" equipment option.

* Change: The game will now progress to the next wave more quickly if a certain number of enemies have been killed, but not enough to automatically trigger the game advancing. This is intended to reduce the amount of time spent hunting for stragglers.

* Change: Thumbnails, level names and descriptions are now added in the MCC menu (Vortex installation only).



v1.00a
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* Fix: Corrected an issue preventing firefight menu navigation with mouse and keyboard due to the action button not being recognised as expected. The player can now also use the zoom button (default: RMB) to close the current menu level. Gamepad users can use either the zoom button or the action/reload button.



==========================
=========== FAQ ==========
==========================

Where's Tough Luck?
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At present there does not appear to be any script command to enable Tough Luck, so this skull is not used as part of the game mode. You can optionally enable it from the campaign menu like normal.


Does this support co-op?
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Co-op support is experimental, and far from ideal, since scripts are being used to work around key engine functionality, and the workarounds used for single player do not work in coop.

The game has been tested in 2 player coop. Scripts and maps have been written and developed to work with up to 4 players, but at present the campaign menu only allows you to launch the game with 2 players.

Customisation is not available since the method of implementing a menu into the game in single player does not synchronise across co-op, meaning the game will not be in sync. There is a deterministic way of selecting the gametype where players can hit a switch when the correct gametype is selected, but this was not feasible to implement for customisation.

Because of game engine limits regarding co-op respawn logic and the workaround used in singleplayer, players unfortunately are set to be invincible in co-op mode.


Why am I invincible in co-op?
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Because there is no engine support, the game treats player deaths exactly as a normal campaign/co-op session, namely taking you back to the last checkpoint with the former, or trying to respawn you when the remaining player is out of combat in the latter.

In single player, "deathless player" is used to stop the player from dying, the scripts detect the player health is depleted to zero, and fakes a respawn. This is why you never see your character die, there's no body, and no weapons dropped, because technically you don't die, everything is faked.

This workaround does not work in co-op. This leaves either doing nothing, or making players invincible. Doing nothing itself has a lot of issues:

* If the second player dies, the game will restart by reverting to the last checkpoint.
* The second player is often in combat, so it can take a long time for the dead player to respawn, and the remaining player can easily die as above.
* Players respawn with no weapons (needed because of how gametype settings are configured). Players can't be granted weapons after respawn because there is no way of checking if they already have a weapon (for instance, if you respawn on top of a dropped weapon), and granting weapons after the player already has one will cause MCC to crash.
* Because of this, in games where you cannot pick up weapons like Sniperfight, the player may end up permanently losing access to weapons, for instance you die in a kill zone.

Being invincible eliminates all of these problems, but at the downside of making the player invincible which is obviously against the goal of survival. There is no good solution here, this is a case of picking the least bad option.

This fundamentally is an issue trying to go against core game engine logic. A proper solution will require support from 343i.


Will this support the enhanced graphics in CEA?
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No, in order to work and avoid engine crashes and many other issues, the map files are compiled with the "classic" keyword which prevents use of enhanced graphics.


What does the "built in squads" function do?
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During development, Covenant squads were originally hard coded in, with middle waves offering greater randomisation options than via traditional Firefight menus offering 5 entries. When the option to customise the game was added, this was kept in for this reason, especially since there is not enough space in the game to choose separate squads for the other rounds like Reach and ODST allow. The remaining waves were also hard coded but eventually combined with the new code to save script space, and because it was functionally identical.

The short answer is it's a way of saving me throwing away a bunch of existing code and offering more randomisation than normal. The random Covenant squads option has no regard for balancing, whereas the hardcoded squads are weighted and won't say decide to spawn in 30 or so Elite Commanders.


Can you add [insert feature] in?
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The game engine is being stressed to a hairsbreadth away from breaking point, with basically no more room for features; several options such as adjusting gravity are supported by the engine but had to be cut for space. Maps have run out of space for several tag classes such as enemy variants, the scripts only just about compile due to the amount of code, the remaining space for strings comes in at a few bytes, and so on.

Without a proper implementation of many of the features by 343i as native engine functionality, adding any additional stuff is pretty much impossible.


Is any further work planned?
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The intention is to look into the possibility of adding a few more maps at some point, but short of work done by the professionals at 343i to add stuff properly into the game engine instead of crazy workarounds, there isn't much that can be done in the way of features. If there's any egregious bugs or issues they will be looked into, and the plan is to keep this updated with the latest MCC fixes and features.


Have you considered [insert location] as a map?
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The maps chosen for launch were selected for the variety of environments they offer, while also requiring fairly minimal modification from the originals. Campaign maps were used as they were originally designed for PvE combat.

A lot of options were considered, with many being rejected because they would need extensive reworks to be viable maps. I can't pretend to be much of a 3D model artist and learning the skills for this would take a lot of time.


I inexplicably want to get in touch with you, how can I do that?
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You can leave a comment in the places where this is released, or if you would like to email direct you can do so at iamasanguinehipster AT gmail DOT com.

Thanks!