Halo: The Master Chief Collection

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C4M3R0N42

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CarterKatJunEmile

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About this mod

v1.1 - Adds more allied Elites and Grunts to Uprising, as well as new allied units including Hunters and Jackals. Diversifies A.I. weapon and vehicle spawns, and modifies Elite armour in classic graphics.

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It's back, until the next update breaks it again!

Welcome to Uprising: Great Schism, this mod aims to make Uprising more chaotic and fun by adding a lot more allied A.I. and switching up the weapon spawns of existing A.I. Are you sick of playing the mission Uprising on higher difficulties, only to be stranded on a huge mission with a pitiful number of allies to assist you? Are you sick of being presented with an awesome story sequence involving a Spec Ops Elite and a Zealot, only to watch these proud Sangheili warriors die in their first encounter? Then this is the mod for you! This mod has been tested on Heroic difficulty, and balanced to ensure that encounters are still challenging but there are enough allied A.I. that the usual numbers of casualties are acceptable.

One of the biggest issues with Uprising in the original game, in my opinion, was that it provides the bare-bones for an actual uprising and yet supplies you with a pitiful number of allies to actually make it happen. In total, the original mission only gives the player a maximum of 5 Elites and 5 Grunts, and that is only if the player gets very lucky with A.I. spawns.

Across the Uprising mission, there are several instances of A.I. spawns with an element of luck involved - the game will select one of a possible number of allies to spawn in several sections of the mission, but unfortunately in the original game the potential of this system is limited by the small number of allies in the spawning pool. This mod adds more interesting allies into these spawns, so there is a chance that different types of high-ranking Elites can assist the player.

There are lots of other additions in this mod as well - several unused encounters have been restored, including Drones that drop down from the rafters in one of the corridor rooms. There is now an allied Spectre in the vehicle section which can be filled with Elites. Enraged Hunters will disrupt the Brute lines and help the player march on the Bastion. Lastly, the Bastion itself is guarded by a Brute Packmaster.

List of Changes

- Altered Elite armour colours in classic graphics - added Major Domo and Minor Domo ranks
- Added new Elite ranks - Elite Sniper (Cyan), Silent Shadow Assassin (Burgundy), Elite Stealth (Black) and Elite Officer (Turquoise)
- Increased likelihood of Ultra or Major Elites landing with the Zealot
- Added opportunities for rarer Elites including Honour Guards to spawn, with a tiny chance of an Honour Guard Ultra or Councillor
- Added small squads of Grunts that spawn for the player throughout the mission
- Elite vitality has received a slight buff
- Wraith auto-turrets now work for the player


FAQ

Q. How many new allies are there?

A. Lots, it's difficult to say for certain because the spawns are influenced by the difficulty as well as an element of luck. On Heroic, you will start with a small lance of Elites and Grunts that will gradually grow as the level progresses. Provided you don't lose any allies in the first cavern room (which is possible) you should end up with about 6-8 Grunts, 2-3 Jackals and 4-5 Elites after the first section, from there it completely depends on luck of the spawns.




Q. Why do allies stay behind at the top of the three-tiered room?

A. The Grunts will stay behind, Elites and Jackals can follow the player if pushed down to the lower levels, and the rest will teleport to the player later




Q. Why do allies get stuck at the waterfall section?

A. The original mission has some terrible pathfinding, but you can use a Ghost to gently push or frighten the A.I. so they slide down the path, then they will follow




Q. Why do the allies refuse to follow in general?

A. If the A.I. are refusing to follow in any other section of the mission, try triggering the next Checkpoint and they should follow. Make sure all enemy A.I. in an area are eliminated before moving on otherwise the allied A.I. may refuse to leave the area




Q, Why do the Elites look different in Classic graphics?

A. I'm convinced that Halo 2's colours have been desaturated, it might just be because I used to play the game on a tiny TV connected to my original Xbox but I remember the game having a much lusher feel, with the Elite armour resembling brightly-coloured sweets. 




Q. Where are the allied Brutes and Drones?

A. Allied Brutes spawn in the vehicle section to draw fire from the enemy Brutes, they will likely die. Try to save them if you can / care. Drones are included in the random enemy spawn pools, so it's down to luck, but chances are one will spawn at the door before the vehicle section, they're most common there




Q. Where are the Councillors / Honour Guard Ultras / Honour Guards / New Elite ranks?

A. As the mod uses the random ally spawn pools that are hard-coded into the mission, it is not guaranteed that you will see a rare Elite in every playthrough, however there will always be at least one interesting new Elite to see in each playthrough. The exact nature of the battles / A.I. spawns in the mission will vary from playthrough to playthrough, sometimes a huge army will reach the end and other times there will be only a few survivors.




Q. How can I tell my allied Jackals apart from the enemy Jackals?

A. Check your targets, allied Jackals turn the reticule green and enemy Jackals turn the reticule red, it really isn't that hard. As an added bonus, allied Jackals make a yellow dot on the motion tracker whereas enemy Jackals make a red dot. For absolute clarity, all allied Jackals wield Needlers or (rarely) Plasma Rifles by default, whereas all enemy Jackals wield Plasma Pistols or (rarely) Brute Plasma Rifles by default.




Q. Why are there allied Jackals, Drones and Brutes in this mod?

A. Primarily because it provides more diversity in combat, and also because it emphasises the chaotic nature of the mission. Allied Brutes is a bit of a stretch I'll admit, but they only spawn in one place and it isn't outside the realms of possibility that a few isolated groups of Brutes were forced to fall in line if they were outnumbered by Elites, and more recent Halo lore has proven that some Brutes had the sense to stay loyal to Elites by choice, even if it is just a handful.




Q. Why is the mod so easy on lower difficulties?

A. I tested this with heroic difficulty, and as such the allied / enemy A.I. battles are (roughly) balanced to ensure that without your help, allied A.I. can win a few e encounters before being wiped out but with casualties, whereas in the original level without your help the allied A.I. is almost always destroyed during the first battle. On lower difficulties, the number of allied A.I. are fewer but they are also stronger, so chances are Easy difficulty in particular will practically play itself.


How to Install

- Extract the file from the download
- Make a copy of your Halo 2 Campaign mission files if you haven't already
- Replace the deltacliffs file in your Halo 2 maps folder with the modded file
- Launch Halo MCC with Anti-Cheat disabled