Halo: The Master Chief Collection

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  1. KingFeraligatr
    KingFeraligatr
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    ODST Inferno 2.7 is now out! Changes:
    2.7 Changes:
    General AI/Actor changes:

    ⦁    Gave some "leader" AI without chances to charge if all their followers died a
    chance to do so. This change includes all and Zealot/Chieftain Combat
    Forms. Increased chance for War Chieftains to use the behavior as well.
    ⦁    Increased the normal and boarding melee damage of most actors slightly.
    ⦁    Gave a value to some firing patterns lacking a maximum error angle.
    ⦁    All non-Jackal, Brute, and Combat Form AI have a bit better leading
    the the BR (the called out actor types already had better leading).
    ⦁    All AI have a slightly longer max firing distance with the BR.
    ⦁    All Elites with Plasma Pistols fire them more aggressively. They are less accurate with them to compensate.
    ⦁    All SpecOps Elites have a slightly larger "proximity self-preservation" distance.
    ⦁    Jackals and Combat Forms fire the Plasma Pistol a bit faster. Enemy Elites and all allied AI have a tighter burst origin.
    ⦁    Increased the max firing range for AI piloting the Hornet and Banshee. Adjusted their preferred combat distances as well.
    ⦁    Etc.

    Enemy AI/Actor Changes:
    General:

    ⦁    Removed the extra leading enemy Ghosts got in exchange for their
    damager nerf. Enemy Wraith gunners have a bit less tracking and leading
    but are a bit more aggressive.
    ⦁    Etc.

    Covenant:

    ⦁    Covenant AI have less tracking with the RL.
    ⦁    All enemy Covenant AI have more projectile error with the AR, SSMG, and Automag.
    ⦁    Reduced Jackal Minor health on higher difficulties. Reduced Jackal Sniper/Marksman health slightly in general.
    ⦁    "Beam" Hunter Assault Beam Cannons do more vehicle transfer damage. They also do more damage to Flood.
    ⦁    "Beam" Hunters are more accurate on difficulties lower than Legendary
    (which is unchanged from what I had before). "Flak" Hunters are able to
    sweep their weapon more on all difficulties.
    ⦁    Brutes have less leading with the AR but a bit more aggression.
    ⦁    Brutes get a bit faster at deciding if and when to berserk and cover as they rank up.
    ⦁    Brutes have a greater grenade collateral damage radius consideration radius.
    ⦁    Enemy SpecOps and Zealot Elites drop more charge for the Splaser.
    ⦁    Etc.

    Flood:
    ⦁    Increased human, civilian, ODST, Elite, Tank, and Stalker Forms have slightly more body health.
    ⦁    Flood drop less grenades.
    ⦁    Increased Carrier Form damage against "solid" hard metal (i.e: Hunter and tank armor).
    ⦁    Flood Combat Forms do more damage with the SSMG.
    ⦁    Flood take a bit less bonus damage from most melee sources, including
    "weak cutting" ones (Mauler and Spiker). Brute Shot, Energy Sword, and
    Gravity Hammer bonuses unchanged.
    ⦁    Flood Combat Form damage output with certain weapons is more consistent.
    ⦁    Flood Combat Forms are a bit less accurate and aggressive with weapons
    but have increased melee leap chances across the board. Melee leap
    properties also adjusted otherwise.
    ⦁    Combat Forms drop a bit more Shotgun and Mauler ammo.
    ⦁    Human/Civilian/ODST Combat Forms have a slightly longer maximum melee leap distance.
    ⦁    Made special variants for human Combat Forms driving vehicles to
    compensate for them being the only Combat Forms who have proper
    animations for most vehicles but being too fragile to pose a threat.
    These variants just have more health. Tank drivers are more durable than
    other vehicle drivers.
    ⦁    Flood Ranged Forms have a bit more leading with their spike weapon (on the lower bound).
    ⦁    Etc.

    Forerunners:
    ⦁    Sentinels resist all non-Flood melees a bit.
    ⦁    Adjusted Sentinel shield and body health.
    ⦁    Etc.

    Allied AI/Actor Changes:
    General:

    ⦁    Decreased allied proficiency with the Scorpion overall.
    ⦁    Most Firefight allies have slightly less health (Except Engineers who properly have a bit more health than normal now.).
    ⦁    Etc.

    Player Changes:
    ⦁    Player body health starts to recharge one second sooner but takes 1
    second longer to recharge to 25% (leading to the same full recharge time
    overall). This is to help reduce the downtime while waiting for your
    health to recharge. This is subject to be adjusted.
    ⦁    Etc.

    Weapon Changes:
    General:

    ⦁    "Weak cutting" melees (Spiker and Mauler) now have some bonuses to
    what "normal" melees are strong against but "cutting" melees are not.
    This is some sort of compensation for reducing their bonuses.
    ⦁    SSMG, AR, Spiker, Automag, and Spike Grenades do slightly more damage to player body health.
    ⦁    Plasma Pistols and Rifles do slightly less damage to Elite body
    health. A slight correction to it doing more damage to that material
    than intended (though it's still doing more damage than I originally
    intended).
    ⦁    Sniper Rifle and Beam Rifle are capable of doing a bit of indirect vehicle transfer damage.
    ⦁    Shotgun and Mauler no longer use "conical spread" properties and
    instead shoot their projectiles similarly to Halo 1/2. Should hopefully
    make them more consistent. Not hitscan anymore, though.
    ⦁    Explosions and Splaser shots do more damage to "thin" hard metal (i.e.: Elite and Sentinel body materials.).
    ⦁    "Large" explosions (i.e.: Rocket Launcher and FRG shots.) do slightly
    more damage to "hard" Flood flesh (i.e: The main body material for Tank
    Forms.).
    ⦁    Other misc. changes to the global damage table.
    ⦁    Etc.

    Human:
    ⦁    BR and Machine Gun Turret do more damage to "thin" energy shields
    (most units' shield "armor" type). The damage now sits at 62.5%.
    ⦁    Assault Rifle has slightly less minimum and maximum spread.
    ⦁    Automag has less maximum spread.
    ⦁    Shotgun has less damage falloff. Does more damage to the player.
    ⦁    Sniper Rifle does more damage to the player.
    ⦁    Increased Missile Pod Damage a tad. Projectiles are bit faster.
    ⦁    Edited the Frag Grenade's explosion effects to work better with its extra AoE range.
    ⦁    Etc.

    Covenant:
    ⦁    Increased Plasma Pistol damage. Enemies still do vanilla damage with it.
    ⦁    Spiker projectiles have a bit less projectile velocity but do a bit more damage.
    ⦁    Mauler max range extended a bit. Damage falloff increased though. More
    to help enemies with the weapon be more of a threat with it and achieve
    ranges a closer to vanilla. Should help Mauler enemies feel less like
    dead weight.
    ⦁    Increased Energy Sword damage a bit. Still does the same damage to Tank Forms.
    ⦁    Plasma Cannon damage increased slightly.
    ⦁    Etc.

    Other:
    ⦁    Increased Trip Mine damage. Changed its damage type to do more damage to "solid" hard metal (i.e.: tank and Hunter armor).

    Vehicle Changes:
    Human:

    ⦁    Mongoose has proper E-brake support (Thanks to Shinku for help with this.). It also has a bit more health.
    ⦁    Scorpion does more outright damage. Maximum transfer damage to vehicle occupants adjusted to stay the same.
    ⦁    Etc.

    Covenant:

    ⦁    Increased Wraith max AoE radius by a bit. Changed the visual effect to match. Gunner does more damage.
    ⦁    Wraith does much more outright damage (it's now similar to the
    Scorpion's damage.). Like the Scorpion, its transfer damage to vehicle
    occupants has been changed to be the same as before. Wraith gunner does
    more damage.
    ⦁    Decreased Shade turret projectile velocity but it does more damage.
    ⦁    Phantom main turret gunners have some leading now.
    ⦁    Etc.

    Campaign Level Changes:
    General:

    ⦁    There is one less reviver ally on Uplift Reserve and ONI Alpha Site.
    ⦁    Etc.
    Probably other changes I forgot about. :(
  2. Didyfinkis12
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    Great stuff! Nice to see your still updating the mod.
    1. KingFeraligatr
      KingFeraligatr
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      Yeah, I'm sorry it's slow to update, but yeah, I haven't given up on it. :)
  3. KingFeraligatr
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    It took me long enough, but I've finally released ODST: Inferno v2.6 :) . This update should work with the latest version of MCC. Changes in this update include:
    General AI/Actor changes:
    ⦁    All AI (besides Drones) do slightly more damage with the Needler.
    ⦁    All AI fire the Spiker a tad more aggressively.
    ⦁    Etc.

    Enemy AI/Actor Changes:
    General:

    ⦁    Enemies do a bit more damage with the Ghost.
    ⦁    Etc.

    Covenant:

    ⦁    Drones have a bit more projectile error with the Plasma Pistol and Needler compared to other AI.
    ⦁    Flak Hunters get a bit more tracking and leading with their weapon on
    higher difficulties/as they continue their burst. Beam Hunter starting
    projectile velocity increased slightly.
    ⦁    All Brutes besides Chieftains have a bit more health.
    ⦁    Enemy SpecOps Elites can spawn with and use the Flare and Bubble Shield.
    ⦁    Elite Zealots can now throw Plasma Grenades. They can throw them faster than SpecOps Elites.
    ⦁    Etc.

    Weapon Changes:
    Human:

    ⦁    Assault Rifle does a tad more damage.
    ⦁    Sniper Rifle does a tad more damage to non-Elite shields. Also does more damage to players.
    ⦁    Shotgun got a slight maximum range buff.
    ⦁    Etc.

    Covenant:
    ⦁    Restored Plasma Pistol's magnetism angle back to vanilla. Increased maximum amount of standard shots to 325 (from 300).
    ⦁    Needler does less supercombine damage (though still a sizeable amount).
    ⦁    Beam Rifle does more damage to non-Elite shields.
    ⦁    Etc.

    Weapon Changes:
    General:

    ⦁    All player drivable vehicles got a 2.5% health increase. This includes the Wraith.
    ⦁    Etc.

    Human:

    ⦁    Chaingun Hog, Gauss Hog, Scorpion secondary gun, and Hornet bullet
    projectile velocity halved. They're still quite fast, though.
    ⦁    Scorpion main cannon projectile velocity decreased a bit. Cannon damage
    decreased as well, except against vehicle occupants.
    ⦁    Hornet rockets take much longer to get to maximum velocity. Rocket lifetime extended a bit to compensate.
    ⦁    Etc.

    Covenant:
    ⦁    Shade and Ghost projectile velocities increased a bit. Same with damage.
    ⦁    Wraith mortar damage increased. Mortar AoE radius through cover also
    increased. Finally, the secondary turret does a bit more damage.
    ⦁    AA Wraith fuel rods reach their maximum speed faster.
    ⦁    Phantom has slight health regeneration.
    ⦁    Etc.

    Campaign Level Changes:
    General:

    ⦁    The generic Jumppack Brute squad templates are allowed to sometimes promote them, instead of never doing so.
    ⦁    Etc.

    Kizingo Boulevard:
    ⦁    Did some touchups on the allied AI objectives.
    ⦁    Etc.
    Undoubtedly other changes I forgot about. :(
  4. jayrod214
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    hey yo, i keep getting a fatal error ctd whenever i try to launch the ODST campaign with is mod. I'm pretty sure i have it all installed properly but for some reason it keeps crashing.
    1. KingFeraligatr
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      It's broken on the latest version of MCC. I'm actually going to upload a new version soon, alleviating this issue.
  5. KingFeraligatr
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    ODST: Inferno now is up to its 2.5 update! :D This is quite the meaty update in terms of AI changes, so let's have a look at the changelog, shall we?:
    2.5 Changes:
    General AI/Actor changes:

    ⦁    Melee damage for most actors (not Marines/humans basically) increased. It's not much, but it's something. Noticeably, Brutes can now 3-hit kill you with melees on Heroic/Legendary instead of 4.
    ⦁    Changed how some "leader" actors will have their followers, well, follow them. Marines, most Elites, Zealot/Chieftain Flood, Flood Tank Forms, and Brute Combat Forms in general will have their followers trail behind them instead of in front of them.
    ⦁    Redid the searching properties for pretty much all the AI cast. More info can be found below.
    ⦁    Tweaked the pre-searching behavior for pretty much all the AI cast. More info can be found below.
    ⦁    AI have target tracking and leading with the Shotgun and Mauler and can fire the Mauler a tad faster.
    ⦁    Adjusted accuracy/aggression timings for AI using Scorpion cannons, Sentinel Beams, Missile Pods, and Flamethrowers.
    ⦁    Adjusted other various properties with AI using those weapons.
    ⦁    Etc.

    Enemy AI/Actor Changes:
    General:

    ⦁    All enemies can notice you a bit faster on Legendary, a bit slower on Easy.
    ⦁    Enemy actors with superior Carbine usage (Brutes, Jackals, Flood Combat Forms, Elites) have had their usage of it changed. Bursts are no longer, well, longer, and instead they just try to have a higher RoF.
    ⦁    Brutes, Jackals, Flood Combat Forms, and Elites, as enemy actors with superior weapon usage, can fire the Shotgun and Mauler a bit faster.
    ⦁    Brutes, Flood Combat Forms, and enemy Elites have a bit less wait time between Brute Shot bursts.
    ⦁    ODST Combat Forms and enemy SpecOps Elites can fire the Brute Shot and FRG a bit more aggressively. This comes at a cost of longer wait times for the Brute Shot.
    ⦁    Same thing as above but even more aggressively has been given to Brute Chieftains, Elite Zealots, Flood Zealots, and Flood Chieftains using Brute Shots. Their aggression is the same as vanilla, but their wait time between bursts are also vanilla as well (so slower).
    ⦁    Brutes and Flood can board you at longer distances and at higher speeds.
    ⦁    Brute, Elite Zealot, and Flood Combat Form melee leap speeds increased. Melee leap distance also generally increased a bt.
    ⦁    Etc.

    Covenant:
    ⦁    All Covenant do reduced damage with the SSMG and AR.
    ⦁    Brutes of all types can throw grenades a bit faster.
    ⦁    All non-Chieftain Brutes have slightly higher body health recharge thresholds.
    ⦁    Jumppack Brutes can now throw grenades a bit further than other ranks on their level (below Captain tier basically).
    ⦁    Jumppack Brute shield break berserk frequency reduced a bit.
    ⦁    Brute Chieftains can try to evade a bit more.
    ⦁    Brute Chieftains resist explosions and the Splaser a bit. (Like they did in vanilla, but less so now. This explosion/Splaser resistance was lost when I changed the "armor" type of their body health materials.)
    ⦁    Brute Chieftains have a bit less body health on higher difficulties.
    ⦁    Brute voice types should be more evenly spread out instead of having bias towards one.
    ⦁    Brute Chieftains and Elite Zealots can fire the FRG more aggressively (similar to how I have the Flood Chieftains and Zealots).
    ⦁    Fuel Rod Hunter's weapon's minimum projectile velocity increased to match the buff I gave to the handheld FRG.
    ⦁    Hunters are a bit less aggressve in melee and have a shorter range to try melee attacks. Still generally more aggressive than vanilla in melee, though.
    ⦁    Grunts can cover for a slightly longer amount of time.
    ⦁    Grunt Ultras and Heavies can throw grenades a bit faster (Ultras more so).
    ⦁    Increased the melee delay time for all Elite ranks besides Minors.
    ⦁    Enemy Elite shield recharge delays increased for non-Minor ranks. Shield recharge time decreased for all ranks.
    ⦁    Enemy Elite health recharge thresholds decreased (outside Zealots).
    ⦁    Enemy Elite cover AI to be more similar to friendly Elite cover AI (though still overall worse) in the hopes the enemy Elites cover more/better. All subject to further changes.
    ⦁    Elite Ultra, SpecOps, and Zealot perception properties reduced a bit to be consistent with other, "equivalent" actors.
    ⦁    SpecOps Elites can throw grenades a bit faster.
    ⦁    ------------ Searching/Pre-searching AI changes ------------
    ⦁    All Brutes can search longer on the upper bound.
    ⦁    Brute search ranges increased for all classes barring Stalkers.
    ⦁    Brutes are a bit better at finding targets when searching than Elites
    and Marines. They get better at this with higher classes.
    ⦁    Brute Stalkers spend less time pre-searching than most other Brutes.
    ⦁    Hunter search range increased a bit.
    ⦁    Grunts get a tad better at searching with higher ranks.
    ⦁    There can now be more infantry Jackals pre-searching than before.
    ⦁    Drones Captains are bit better at searching than normal ones.
    ⦁    Drones are bit less accurate in their pre-searching.
    ⦁    Elites are a bit better at searching. They get better at it with higher ranks.
    ⦁    Etc.

    Flood:

    ⦁    Carrier Form explosion damage further increased slightly.
    ⦁    Carrier Forms are considered slightly more "scary" to the AI.
    ⦁    Flood Combat Forms have a slightly higher body health recharge threshold.
    ⦁    To tie into the Flood getting better boarding properties, Combat Forms have more varied per infected species. Brute forms are the best, humans the worst. Higher tier infectees like Zealots, Chieftains, and ODSTs have better boarding properties than their lower "ranked" brethen.
    ⦁    Flood Combat Forms have more varied "hard" "ping"/stun/flinch (internally "hard ping") thresholds. Like the improved boarding properties, this depends on the infected species.Humans have the lowest threshold, Brutes the most. And higher tier actors have greater thresholds.
    ⦁    Gave infected Stalkers the same hard ping threshold as most other shielded actors with their shields up: basically immune.
    ⦁    Infected Chieftains have slightly more body health on Normal, slightly less on Legendary.
    ⦁    Ranged Forms do bonus damage against Sentinel body health instead of reduced.
    ⦁    ------------ Searching/Pre-searching AI changes ------------
    ⦁    Flood search distances generally increased a bit.
    ⦁    Flood Combat Forms have even more varied searching properties. Brute Forms are the best at locating you, Human Forms the worst (relatively). Elite Forms are in the middle.
    ⦁    Combat Forms have more varied pre-searching properties. Brute Forms pre-search for the shortest amount of time, Human Forms the most. Brute Forms have the least allowed amount of actors allowed to be pre-searching, Humans the most. Elites again are somewhere in the middle.
    ⦁    Higher tier infectees are better at finding you than their lower tier brethen.
    ⦁    Etc.

    Forerunners:
    ⦁    Sentinels start with less target leading starting their bursts than before. They take a bit longer to get to max accuracy/aggression on higher difficulties.
    ⦁    Etc.

    Friendly AI/Actor Changes:
    General:

    ⦁    All allied AI have had their melee and grenade delay times slightly increased. This should give them slightly less DPS with these forms of attack. Remember, even though the allied in this mod are overall more competent than the enemy AI, they are less overall lethal and aggressive. This helps reinforce this. (Though to be honest, this is mostly a long term "planned ahead" change to have consistency with my probable Halo 2 mod I'd like to make in the far future. Some of these changes may be weird and I may expand or revert them as I see fit.)
    ⦁    Etc.

    Humans:
    ⦁    Refined Marine model variations to be more consistent and have different chances.
    ⦁    Tying into that, female Marines especially got a lot of variation changes. They now have the ability to spawn with a visored helmet and/orcomm backpack.
    ⦁    Removed a face from the dead/default male Marine model variations that is not used with the alive ones.
    ⦁    Marines/ODSTs have a slightly higher preferred max grenade throw speed. Their max speed has been unchanged.
    ⦁    Tidied/fixed up some AI properties with ODSTs.
    ⦁    Nerfed most of the superior weapon usage of ODSTs/Alpha-9. (Buck on turret on Coastal Highway was unchanged: don't worry.)
    ⦁    ------------ Searching/Pre-searching AI changes ------------
    ⦁    Cops search for a bit less time than Marines. Their pre-searches aren't as long either.
    ⦁    Marines have longer pre-search times.
    ⦁    ODSTs are better at searching than Marines.
    ⦁    Etc.

    Covenant:
    ⦁    Allied Elite Majors have slightly less delay before their shields recharge.
    ⦁    Allied Elites got simliar melee attack delay nerfs as the enemy ones.
    ⦁    Allied Ultra and SpecOps Elites got the same perception property nerfs the enemy Elites got.
    ⦁    Allied SpecOps Elites got the same grenade throw speed buffs as the enemy ones.
    ⦁    Allied Elites got similar search/pre-search changes to the enemy Elites.
    ⦁    Etc.

    Weapon Changes:
    General:

    ⦁    Explosions do more damage to "thin hard metal" (i.e.: Elite and Sentinel body health materials.).
    ⦁    Smash melee (i.e.: Rocket Launcher, FRG) and cutting melee (Spiker and Mauler) melee damages decreased a bit. All others left unchanged.
    ⦁    Eased the nerf "vehicle" plasma does to "thin" normal energy shields (except against the player). This nerf was introduced in ODST and it's more forgiving, though still existent.
    ⦁    Etc.

    Human:

    ⦁    SSMG's maximum spread increased a bit.
    ⦁    Assault Rifle damage increased a tad.
    ⦁    Machine Gun Turret and Battle Rifle damage against normal, "thin" energy shields increased from 60% damage to 61.25% damage.
    ⦁    Frag Grenade upper bound and lower bound damages slightly increased.
    ⦁    Etc.

    Covenant:
    ⦁    Mauler no longer deals more minimum damage than the Shotgun: they're now at equal minimum damage. The Mauler still has slightly higher max damage.
    ⦁    Brute Shot upper bound and lower bound damages increased a tad.
    ⦁    Fuel Rod Gun's minimum projectile velocity further increased slightly.
    ⦁    Plasma Grenade EMP hopefully fixed in the hands of the AI: they shouldn't have absurd range on it anymore.
    ⦁    Spike Grenade spike fragment damage, max travel distance, and max "life time" all increased a bit. Attached damage slightly decreased.
    ⦁    Etc.

    Vehicle Changes:
    Covenant:

    ⦁    Wraith back-hatch weakpoint health slightly increased. Mortar damage max damage and max overall radius both slightly increased.
    ⦁    Increased the health of the Scarab's core shield a bit (maybe).
    ⦁    Etc.

    Firefight Level Changes:
    Lost Platoon:

    ⦁    Addressed an issue where reviver ally Markel could be stuck following you for the rest of the match. She should now get fixed out of that every round.

    Consistency Changes/Bug Fixes:
    General:

    ⦁    AI should no longer have absurd range on the Plasma Grenade's EMP effect, as said above. This is due to an engine bug where AI use a
    damage effect's shake radius instead of EMP radius for their actual EMP radius. Solved by adding a separate EMP damage effect that just provides the EMP with the proper radius.
    ⦁    Stalker Flood have the same shielded hard ping threshold as most other shielded actors, as mentioned above.
    ⦁    Made sure ODSTs had a property set that I overlooked.
    ⦁    Etc.

    Lost Platoon:
    ⦁    Addressed an issue were reviver ally Markel could be stuck following you for the rest of the match, as stated above. She should be migrated to the proper squad/objective every round to address this.
  6. Lakaiis
    Lakaiis
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    Please upload to workshop
    1. KingFeraligatr
      KingFeraligatr
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      I'd love to, but MCC and Excession (the tool you use to upload mods to the Workshop) play weirdly with ODST right now and in my experience don't allow you to make the ODST work the way it should with it. I couldn't get it working right regardless of what I did (and I tried a lot of ways), so I kept with map replacement. This issue is known by at least one 343 dev and hopefully it should be addressed in the future.
  7. AncientRaig
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    Really like the look of this mod, excited to try it out. There are so few good ODST campaign mods that are up to date. I was curious though, is there any chance you'd consider adding the Battle Rifle back to the campaign sandbox, maybe with a slight increase in reserve ammo? It's one of my favorite Halo weapons, and I'd love to be able to use it outside of Firefight. The Automag just doesn't really fit the same role in the sandbox for me.
    1. KingFeraligatr
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      I have no plans to add the Battle Rifle to the ODST campaign outside the brief cameo it has being wielded by the NMPD officer at the end of the eponymous HQ level (who you can't obtain it from). And I haven't added any spare ammunition or made a better ammo economy for it as I feel like with the way I've set it up, it's good enough. Sorry. :( You'll be able to use it in my Halo 3 mod, at least (whenever that finishes development). Again, sorry. :(

      But anyways, I hope you'll enjoy your time with the mod. :)
  8. KingFeraligatr
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    ODST: Inferno 2.4 is now out! :) Sadly you'll still have to download the mod's maps as replacements: I (and others that I know)
    cannot find a way to make the ODST campaign work properly with Excession. Other games are fine, but not ODST... Sorry. :(

    Changelog:
    Enemy AI/Actor Changes:
    General:


    • Refined how certain enemies will be assigned equipment. Higher ranking Jumppackers are more likely to have Trip Mines, for instance.
    • Etc.
    Covenant:

    • Regular (Hammer) Chieftain confidence against unreachable targets increased a bit.
    • Etc.

    Flood:

    • Attempted to speed up Combat Forms and tried to refine my Carrier Form speed increase, though I don't know if it worked. It's hard to tell.
    • Increased Carrier Form explosion damage a tad. Also increased its indirect vehicle "transfer" damage.
    • Infected Chieftain and Zealot melee leap behavior improved a bit.
    • Refined the global damage table so certain weapons strong against the Flood are more consistent in dealing their bonus damage.
    • Tidied up some damage materials on certain Flood models. Should be almost unnoticeable, but it will make things more consistent.
    • As a result of the above changes, Flood Stalker Form "heads" should now function properly as a "weakpoint". Headshot weapons will do proper bonus damage there now.
    • Etc.

    Weapon Changes:
    General:

    Reduced global melee damage types' bonus damage against most targets they're strong against (From like 2x more to like 1.5x more... something saner in my opinion.).

    Covenant:


    • Spiker and Mauler have a marginally weaker global cutting damage type than the Brute Shot and Energy Sword. The global cutting damage type's bonus damage won't be as pronounced with the Spiker and Mauler.
    • Plasma Pistol EMP shot does more damage "tough" (normal) Flood flesh (same as it does to most "softer" targets).
    • Plasma Grenade AoE damage decreased. Damage removed has been shifted to the attached damage. (Its max AoE damage was much more than the Frag Grenade's and its minimum AoE damage is the same. It still has more max AoE damage, but remember, the Frag Grenade has a bigger max effective radius and a bigger overall radius than vanilla.)
    • Spike grenade spike impact damage slightly increased.
    • Etc.

    Forerunner:

    • Sentinel Beam melee damage changed from the "cutting" damage effect (i.e.: Brute Shot) to the "smash" damage effect (i.e.: Rocket Launcher).

    Vehicles:
    Covenant:


    • Gave AA Wraiths their own damage type that does more damage to "solid hard metal" (i.e.: tank and Hunter armor) than their old damage type.
    • Scarab engine shield health increased a tad.

    Campaign Level Changes:
    Coastal Highway:


    • Adjusted the amount of Shotguns that spawn in the final fight (There's less.).
    • Etc.

    Consistency Changes/Bug Fixes:
    General:


    • Fixed several melee damage types not having specified direct and indirect transfer damage multipliers to vehicle occupants. I don't know if this'll change much, but hopefully it can at least make things a bit more consistent.
    • Etc.

    Flood:

    • As stated above, tidied up some Flood model damage materials and gave Stalker Forms a proper "weakpoint" on their head.
    • Fixed a global Firefight squad template that could spawn Chieftain Flood in round 2. They should only spawn in round 3 and in the bonus round now.
    • Etc.

    Uplift Reserve:

    • Fixed another overlooked squad of Covenant using human weapons when they shouldn't be with my revisions to that.
    • Etc.
  9. HolyMosey
    HolyMosey
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    You should structure the mod in a way so it's vortex compatible...that would make this perfect!

    edit: I know how to install these mods it's just that it's a nice to have...and I'm sometimes lazy
    1. KingFeraligatr
      KingFeraligatr
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      Thing is, I'm also  lazy. I don't how to make mods compatible with Vortex so I just disable peoples' ability to DL my stuff with the mod manager. I don't want to troubleshoot others' problems with a thing I don't know how to set up or use (nor do I care to set it up). Sorry. :(
  10. KingFeraligatr
    KingFeraligatr
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    ODST: Inferno has seen its 2.3 update! Changelog:
    2.3 Changes:
    Enemy AI/Actor Changes:
    Covenant:

    ?    Brutes do a bit more lower bound melee damage.
    ?    Fixed an issue of mine where War Chieftains did reduced damage with the Spiker --- this is no longer the case.
    ?    Previously unmentioned nerf to Grunt Ghost gun aggression eased. They're not as aggressive with them as vanilla, but are more so than before.
    ?    Miscellaneous other fixes.
    ?    Etc.

    Flood:
    ?    Combat Forms have a bit of reduced damage with the Spiker at the start of their bursts.
    ?    Damage reduction in some other Flood firing patterns eased up.
    ?    Flood Combat Form melee damage increased. Brute forms especially so.
    ?    Elite and Brute Combat Form melee damage increased a bit.
    ?    Increased melee damage for Stalker and Tank Forms a bit.
    ?    Tank Form melees can now inhibit melee attacks, just like Brutes and Hunters in the base game.
    ?    Tank Forms have a further reduced run-to-walk/throttle distance. This means they should run up to you better before they slow down.
    ?    Several changes to the global damage table to make certain weapons/attacks that are more effective (Needler needles, Sentinel Beam, Shotgun, Mauler, etc.) against the Flood a bit less so. Should help the Flood's survivability (especially against Sentinels) while still keeping these weapons noticeably better against the Flood.
    ?    Miscellaneous other fixes.
    ?    Etc.

    Allied AI/Actor Changes:
    General:

    ?    Miscellaneous fixes.
    ?    Etc.

    Weapon Changes:
    Human:

    ?    Shotgun spread fixed to be what I intended originally. I accidentally left it unchanged. :(
    ?    Machine Gun Turret does more damage to "solid hard metal" (i.e. tank and Hunter armor) and less to "hard" Flood flesh (i.e. most areas on a Tank Form.).
    ?    Etc.

    Covenant:
    ?    Plasma Rifle, Brute Plasma Rifle, and Plasma Pistol (standard shot) maximum total shots reduced from 400 to 300. This will help stop the PRs from far outclassing any other standard, non-precision weapons as much (at least in a vacuum). The Plasma Pistol is supposed to have the same amount of max total (standard) shots as the PR in my current design, so that's why it got the reduction.
    ?    Mauler damage reduced slightly. (Though it's still more than the Shotgun's still.)
    ?    Etc.

    Other:
    ?    Trip Mine explosion damage further increased.

    Vehicle Changes:
    Covenant:

    ?    Wraith mortar maximum and minimum damages increased a bit.
    ?    Scarab health on lower difficulties increased. Scarab "engine" vitality percent increased. Scarab model tag health increased (if that does anything).
    ?    Etc.

    Campaign Level Changes:
    Kizingo Boulevard:

    ?    Fixed an oversight of mine in an allied objective in the open area where Dutch first spawns to no longer make the Marines follow you.
    ?    Removed the possibility of two overlooked Jackal squads to spawn with human weapons. After my revamp of this "feature", these Jackals were not supposed to be able to have it.
    ?    Etc.

    Firefight Level Changes:
    General:

    ?    Added a Flamethrower to all levels that lacked it (Last Exit, Windward, Security Zone, Lost Platoon, nighttime Crater, and nighttime Rally Point). Of course, they'll only spawn if you have boons on. This should allow all Firefight maps to have parity with each other now with what you get with boons on.
    ?    Etc.

    Consistency Changes/Bug Fixes:
    General:

    ?    As mentioned above, fixed an error of mine Brute Chieftains doing reduced damage with the Spiker.
    ?    Also as mentioned before, fixed the Shotgun's spread to be what I intended it to be. Should be a bit better at range.
    ?    Numerous other minor fixes.
    ?    Etc.

    Kizingo Boulevard:
    ?    As mentioned above, fixed issues of mine where some overlooked Jackal squads could spawn with human weapons as well as fixing an allied AI objective where some allies could follow you when they weren't supposed to.
  11. ponchoguy99
    ponchoguy99
    • premium
    • 0 kudos
    Thank you for updating this mod and all the work you put into it!
    1. KingFeraligatr
      KingFeraligatr
      • supporter
      • 9 kudos
      Thank you for the kind words. Sorry that it took so long to update the mod, but toolset bugs and all.... what can you do? I hope what's here is enjoyable, though. :)