Halo: The Master Chief Collection

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Hello and welcome to Uprising: Evolved v1.2! This mod was created by C4M3R0N42 after 48 hours spent doing trial and error with AI spaws on Uprising until I learned how to use Assembly, and an additional 48 hours doing testing and bug fixes!
As the name implies, this mod makes changes to the AI spawns on the Halo 2 mission Uprising, though this is far more than a simple enemy refresh - this mod completely overhauls the allied AI spawn system in the mission, so you will have more Elites and Grunts helping you throughout the mission, as well as a few surprises along the way!
Just like in the original level, there are many variables that can make for different experiences each time you play the mission, there is an element of luck involved and the replay value is enhanced - sometimes you will get different quantities of certain weapons, a better variety of allies, and different vehicles

Installation Instructions
- Installing this mod is simple. Navigate to the root folder for Halo: The Master Chief Collection - usually in Program Files > Steam > steamapps > common, and go to the folder called 'halo 2'
- From there, open the folder called h2_maps_win64_dx11 - this contains all of the map files for Halo 2
- Next, BACK UP THESE FILES if you haven't already, just in case
- Then simply moves the deltacliffs.map file that is this mod to replace the one in the maps file, and play Halo: MCC with Anti-Cheat disabled
- Now boot up the mission Uprising on the difficulty of your choice, using whichever Skull modifiers you like.

v1.3 Changes
- Added AI to Wraith turrets when the player uses them that will auto-target enemy infantry
- Refreshed starting ally spawns with new Elites and Grunts - Silent Shadow Assassin now has a Needler
- All ally Jackals start with Needlers or Plasma Rifles and all enemy Jackals have plasma pistols, for easy identification
- Added more enemy Brutes to the final vehicle section and rearranged certain ally spawns to make the vehicle battle harder

List of Changes:

- Slight colour palette tweaks for Elites and Grunts in Classic graphics
- Elites now have more vibrant armour colourations for Major Domo / Minor Domo ranks in Classic graphics
- Some Ultra Elites and Grunts are now wearing jet-black armour in Classic graphics
- Certain Spec Ops Elites are more noticably purple in Classic graphics
- Slight increases to the health (vitality) and shields of certain allies to make them more effective in combat, particularly on Legendary
- Modified the weapon spawns of many allies and enemies throughout the level for more variety in encounters and to make certain allies more effective in combat
- Added a Needler next to the Energy Sword at the start of the level for an extra option to use against the Brutes, useful on higher difficulties
- Increased enemy numbers throughout the level, particularly Brutes - this is to balance the fact that there are now far more allies helping you
- Reactivated some unused enemy encounters, including an indoor Drone ambush
- Added an initial lance of allied Grunts, Elites and Jackals in the first indoor section - this acts as the primary fighting force that will assist the player throughout the level
- Added more allied Grunts and Jackals on the upper level of the first indoor section - these will cower until the player encourages them, but check your target as some Jackals are still enemies
- Modified ally spawns in the multi-leveled steps room and the following room to ensure it will spawn a small number of high-ranking Elite specialists with some unique variants
- These AI will supplement your standard soldiers and you gain a handful of them as the level progresses
- Some of these AI spawns are totally unique and depending on the playthrough you can get anything from Fuel Rod Grunts, Carbine Jackals and Sniper Elites and a few surprises
- Added a second wave of reinforcements before the outdoor vehicle section - this group also contains some high-ranking soldiers who will be of great help in the following battle
- Added more allies in the outdoor sections, to give the impression of a battle already in progress
- Removed the allied turret in second large outdoor section (as its only function is getting a Grunt killed) and replaced it with a Spectre full of allies
- Modified Elite reinforcements in the final section to be higher-ranking specialists


Hints / Advice
I have spent literally hours testing this mod for bugs, so I have become very familiar with how the mechanics of Uprising work. Here's what to do if you want to minimise the 'allies won't follow you' bug - this exists in the original level and can be very annoying, unfortunately I have not found a way to fix it.
- If you want the full experience of having a huge army of allies by the end of the mission, then you will have to play shepherd at certain points. This only really amounts to waiting for your allies to catch up to you before progressing to the next room, but you may sometimes have to melee items out of the way of a stuck ally
- Ensure that all enemy AI in a particular room is killed before moving on - don't worry about hanging back, your Elites will sometimes tell you to take point, but as you are the weakest entity in the game on Legendary this isn't advised
- I have kept the bug/feature of your allies stopping when you reach the top of the multi-leveled steps room. Elites can be 'persuaded' to follow you further by using the melee/push technique - either way, all of the allies left behind on the upper level, and the two previous rooms will teleport to you later
- Just as in the original game, giving your allies better weapons will improve their performance, though the mod does modify the weapon spawns of many allies so this is often unnecessary
- Some allied AI, especially lower-ranking cannon fodder, will eventually hang back to guard certain areas - The Arbiter and the Elites must press on, however
- Don't worry too much if a few of your allied Grunts or Jackals die - you get several opportunities to gain fresh reinforcements
- Just as in the original game, waiting for the first Spec Ops Elite to give his speech rewards the player with some high-ranking reinforcements early on
- Some of your lower-ranking allies will be cowering initially - walk up to them and the soothing feel of your armour against their flesh will calm them down
- The Cowardly Grunt now has a gift for the player
- Thunderstorm makes for an entertaining playthrough.

LEGENDARY DIFFICULTY
- I have made no changes whatsoever to the player/enemy health or player/enemy damage on Legendary. Brutes are still obnoxiously spongey, Jackal Snipers still kill in one hit and your shields are still forged from wishful thinking. However, your allies are substantially more effective on Legendary
- Elites and Grunts have their health (vitality) points increased on Legendary. Elites also have better shielding on Legendary and the quantity of higher-ranking allies is increased on Legendary.
- There are slightly more cannon-fodder allies on Legendary, as Grunts and Jackals are easily killed by the Brutes
- I have attempted to make Legendary slightly more fun by increasing the emphasis on keeping your allies alive and relying on them for many encounters. Your high-ranking Elites in particular are invaluable with their increased health and shields.
- Otherwise, the same advice as for regular Legendary on Halo 2 applies - stay behind cover, use camo to your advantage and aim for the head!