Changelog
Changelog
2 Changelog
- 3.2.0
 • General
   - Added in new post processing making reshade irrelevant, and
     drastically overhauling the visuals of the game.
   - Made changes to how data is stored, which should result in
     smaller overall (relative) installation size and make the mod
     fully incompatible with regular Halo CE installs, so people who
     accidentally merge both games suffer more.
   - Overhaul of textures throughout the game, lowering compression
     and either remaking, using less compressed, or machine learning
     upscalers to improve visual fidelity for 4K users, although
     everyone will see improvements.
   - Improved Cortana's facial expressions.
   - Removed some extraneous data from the opening cutscene.
   - Improved flashlight effect.
   - Fixed an issue where some shield generators were generating
     lights when they were not supposed to.
   - Added Revive system for story critical characters.
   - Reduced rate of health regeneration armor ability, and slightly
     upped the health you gain back.
   - Added new volumetric fog "fix" throughout the game.
   - Fixed an issue where flood pods could display text to press E/
     Action to “flip”. This also means no more text is displayed to
     flip vehicles, although you still can do it.
   - Brought in a number of fixes from the Halo CE Refined and
     Enhanced projects.
   - Getting near waterfalls makes water droplets appear on your
     visor.
   - Snowy areas create frost on your visor.
   - Temporarily removed skulls, as we will be adding them back in
     when firefight comes out. The plan is as we develop the firefight
     skulls, to updated an add them into the maps.
   - Fixed a bug where active camo conflicted with the armor
     abilities, making enemies be able to see fully cloaked players.
   - Updated various animations for first person weapons and some
     cinematics.
 • Enemies.
   - Reduced Flood Jackal Forms scream frequency and replaced old
     sound.
   - Fixed an issue where some infected Elite ultras would get red
     armor instead of white/silver.
   - Fixed an issue where infected (black armored) Specop Elites had
     different colored lights than Specop Elites.
   - Overhauled Brute AI aiming values for Brutes with Brute Shots
   - Fixed some discrepancies between marines and ODST AI. Both are
     identical now, with ODSTs getting night vision and more emphasis
     on sneaking.
- Fixed an issue where the Specops jackals would hold the trigger
 on their shredders.
- Made a change to Sentinel Enforcer AI so they stay further away
  from each other, so there is less of a chance of a chain reaction
  of deaths when they die.
- Fixed a bad animation reference for Skirmishes being infected by
  the Flood so they now react properly.
- Fixed an issue where some Flood Elite runners could have their
  infection form destroyed and still stay alive.
- Found a problem with Brute Flood upgrading to cut "major" rank
  with no visible changes and only receiving health buff, so major
  rank has removed. This means all Brute combat forms have a
  base120 health, rather than some 120 and some 160. In short,
  Brute flood are easier to kill on higher difficulties than before
- Fixed an issue where the minor Brute Flood assault rifle rank
  dropped less ammo than it should.
- Changed Brute Flood pistol ammo drop amount to be between the
  drop count of the old minor and major ranks, since now there is
  only one rank.
- Brute Flood forms with turrets do 10% less damage to player than
  before, keeping it in line with other flood wielded weapons. (All
  AI in H1 do 50% less damage, with a few doing 40% less which
  seems to be a mistake in 99% of case)
- Brute Melee does less damage to human characters (other than
  player) so it is not an instant kill.
- Fixed an issue with the Skirmisher minor head, which should
  result in slightly easier headshots.
- Made Skirmishers react more to damage.
- Fixed an issue that made Skirmishers harder to headshot than they
  should have.
- Honor Guard Shield has better shaders, which turn red according
  to their vitality. Bullets won't make the shield visible, but
  they will play a ricochet sound.
- Added new Cortana lines to better help players understand how
  Honor Guard Shields work.
- Added new Elite armor variants, so each rank has its own distinct
  look.
- Fixed some issues with compression and other assorted errors in
  the Elite bitmaps, resulting in a substantial visual upgrade.
- Made Elites eyes more reptilian and less human.
- Made Elite weapon switches to sword and Void’s Tear more rare and
  less predictable.
- Changed blind wolf behavior so that the wolves will get violent
  when a percentage of their herd strength reaches a threshold,
  rather than how many are killed.
- Improved Blind Wolf animations.
- Fixed an issue where the Brute Combat form would sometimes float
  in midair after dying.
- Slightly lowered Enforcer health.
 - Changed Enforcer debris to be something less taxing on memory and
   particles.
 - Jackals can now melee.
 - Added more armor permutations to marines.
• Weapons
  - Assault Rifle now has an accuracy boost when zoomed with a lower
   rate of fire.
 - Revised Particle Carbine contrail and firing sounds, and should
   result in some better performance in situations with lots of
   transparent textures.
 - Fixed some issues with the Particle Carbine's display.
 - Fixed an issue where the Hunter weapons would not show all their
   firing effect in first person.
 - Fixed an issue where some weapons didn’t have collision sounds.
 - Fixed an issue where the Battle Rifle wouldn't always generate
   the right effects when impacting energy shields.
 - DMR has extended range on its projectiles now, since Halo’s red
   reticule system was falsely reporting valid shots when out of
   range.
 - Fixed an issue where the Sentinel Sniper Beam firing sounds
   sometimes would not play.
 - Improved Focus Rifle energy core effect.
 - Fixed an audio issue with the focus rifle.
 - Plasma pistol no longer does damage to Hunter armor/Chieftain
   armor.
 - Fixed a bug where plasma pistols would drain the battery of other
   weapons when you switched away from them.
 - Updated flamethrower textures and shaders
 - Fixed a reference to some textures that the Battle Rifle was
   loading, but not actually using.
 - Fixed an issue where the LMG didn't make proper collision sounds,
   or have material effects when dropped.
 - Fixed an issue where when in zoom, the Focus Rifle still wasn’t
   giving the player a red reticule.
 - Fixed an issue with incorrect ammo pickup on the LMG.
 - The grenade launcher projectile now uses a lower resolution
   bitmap which makes it more visible in flight, and also cuts back
   on loaded unneeded resources.
 - Increased Shade projectiles/heavy plasma bolts damage vs vehicles
   and Hunters. Also increased splash damage that all enemies
   receive.
 - Decreased fuel rod damage vs vehicles. Now does less impact
   damage, but splash damage is higher. Also increased its damage to
   Hunters.
 - Burning damage from Sentinel beams now slowly degrades active
   camo.
 - Updated and revised models for the LMG, Sentinel Beam, Sentinel
   Sniper beam
- Specop SMG now has greater accuracy and fires in bursts when in
 scope.
- Fixed a visual inconsistency with how SMG's are presented in both
  model and HUD.
  • Standard SMG has stock collapsed in first person, third person
    and HUD now.
  • Specops SMG has scope, stock extended in first person, third
    person, and HUD now.
  • Amped SMG has stock extended in first person, third person, and
    HUD.
- Overhauled Piercer (back ported from cancelled project known as
  Oddball/Banished: An ODST Story) to better perform as a more
  scary needler type weapon for high ranking units.
  • Bursts for .6 seconds instead of .7.
  • Bursts is more evenly distributed.
  • Burst is more consistent in projectiles fired.
  • Reduced spread to make enemies more effective with it at close
    range.
  • Damage reduced at far ranges.
  • Projectiles weigh less, since speed is slower they need to have
    less time to drop.
  • speed of projectile is halved, to make it more fair to fight
    against at range.
  • Projectile class changed so that ai sound needler/impaled
    dialog instead of burn.
  • Projectiles depower active camo.
  • Stun removed (this is NOT the same as the animation played when
    a unit takes damage).
  • Damage multiplied against all flesh by 2x.
  • Brutes get an additional damage bonus (used to receive 80% of
    base damage, now receive 200%).
  • Shielded units no longer receive as much of a damage reduction
    (but base damage is lower so overall the same).
  • Receives reddish orange color, to better distinguish from
    spiker.
  • Added red orange flare when held so more easily seen from
    distance. (todo)
  • Projectiles no longer effected by player movement when fired.
  • homing reduced to compensate for higher base accuracy and
    slower speed (which means the projectile has more time to home
    than needing to home.
- Redid Brute Plasma Pistol overcharge to more closely resemble our
  original vision for it.
  • Flames now stick to targets
  • Flames spread over time
  • Damage recalibrated now that it sticks
  • Pistol now has an animation when fired in third person by ai.
  • Works better as an inverse of the regular plasma pistol
    - can't really hurt shields, devastating vs flesh.
     - Can now be fatal to players who do not move when set on fire,
       as damage stacks the longer more fire spreads on the area.
 - Brute PR was not using an updated set of effects for the
   overheat. Now it does.
• Vehicles
  - Redid how vehicles damage effects and particles are done,
   significantly reducing strain on the engine, improving quality
   and can change in visual fidelity and engine stress based on
   mission requirements.
 - Fixed a bug where the Banshee fuel rod was not doing the same
   damage as the Hunter fuel rod. (Banshee fuel rod does same damage
   now as Hunter and Shade fuel rods, but has less arc and different
   physics). This mean it is more effective against certain targets
   where previously it seemed to do no damage.
 - Fixed an issue where one of the warthogs wheels would not animate
   properly with the vehicles suspension.
 - Fixed an issue that should eliminate all crashes from hijacking
   Ghosts.
 - Made a change to Grizzly animations, which fixes reports of
   accuracy issues.
 - Increased Grizzly heath
 - Made some small changes to aiming and deviation angles for the
   Grizzly, due to changes with the animations.
 - Decreased Wraith mortar impact damage, increased splash damage.
   Will now kill a spartan with yellow health majority of the time.
   Overall, splash damage does more, impacts do less, overall damage
   is lower but higher chance of doing damage. Damage overall
   increased for unshielded enemies.
 - Redid Wraith mortar physics for the projectile so that it feels
   more natural and is easier to aim, and thus they are featured
   more prominently for the player to use in new missions.
 - Made a change to Wraith ai so they fire the mortar more
   accurately at range.
 - Changed model and textures of Grizzly debris so that it takes up
   less memory.
 - Increased bounding radius on Grizzly, making it easier to enter
   and also making marines less likely from running into the tracks.
 - Upgraded the Elites that are in the shadow gunner seat to be of
   major rank, in order to avoid them dying before the driver.
 - AA Wraith no longer fires fuel rod and overheats, now has rapid
   fire heavy plasma/shade projectiles and is less stressful on game
   and lets us properly balance the fuel rod.
 - Reduced particles on destroyed Wraith scenery.
 - Changed particles for Warthog destruction to be more realistic
   and be less stressful on the engine.
 - Fixed an issue where some Covenant Shade turrets created more
   particles than others.
 - Upgraded Warthogs to share more resources between variants,
   resulting in us allowing more hog variants in more maps while
   taking up less space.
 - Fixed a bug that totally messed up what the Shadow health should
   be, so basically it works more as it should between the
   durability of a Ghost and Wraith.
 - Shade has a Fuel Rod variant now.
 - Shadow has a Fuel Rod variant now.
• HUD
  - All new version of HUD with 4k support and post processing
   effects.
 - Pistol model and icons no longer show extended mag.
• Levels
  - Pillar of Autumn
    • Fixed an issue where you could not continue it via the UI
    • Removed some support for vehicles and other backend things to
     improve stability.
   • Fixed an issue where some flickering lights were not visible
     when they were supposed to be.
   • Fixed an issue where you could crash when zooming with pistol,
     and when approaching the second gravity terminal.
   • Fixed a mislabeled a misplaced data pad and resequenced the
     order in which you find them.
   • Updated a ton of displays and computer readouts with new fancy
     visuals.
   • Made an alteration to how the game is doing checkpoints in
     places, to avoid people potentially get stuck in loop where
     they get a checkpoint as they die
 - Halo
   • Removed some old Hunter references to cut down on file size.
   • Fixed an issue where Johnson could Tpose.
   • Added the revive mechanic onto Johnson.
   • Fixed an issue where the game wasn't calling some of the more
     fancy effects on some forerunner objects.
   • Entirely new shader overhaul (the whole game has one, but
     Halo's is exceptionally huge) to give it a more classical look.
   • All new lightmaps that have more contrast and enhance the mood
     of the level.
   • Restored some drop ship and banshees in the opening area, as
     well as a better intro to the particle carbine, jackals.
   • Added some covenant patrols in the distance of multiple parts
     of the map.
   • Restored Xbox faithful water, thanks to the Halo CE Refined
     team.
   • Restored doors and holograms designed for the maps’s geometry
     shown at E3 2000. Bungie left the door frames, holo control
     panel geometry in the levels but never included the doors.
 - Truth and Reconciliation
 • Improved compression on cliff normal maps to make them look
    much better.
  • Removed unneeded dynamic lights.
  • Fixed a potential issue with a grenade launcher box.
  • You can find Jackals eating people inside the ship.
  • Yes. Jackals. Eat. People.
  • Fixed a bug with a cross map unlock that wasn’t working.
  • Cross map unlock makes the Wraiths on this mission usable, if
    mission is restarted or you return to it later without having
    started a mission without the continue button.
- Silent Cartographer
  • Boosted the strength of some of the lights the holograms give
    off because we live in the future and our hardware can handle
    it.
  • Fixed an animated light in the top floor of the Cartographer.
  • Added some cool doors designed for TSC:E, but fit perfectly in
    other areas of the map to make the facilities seem larger than
    they are.
  • Fixed some issues with the beach rocks slightly being above the
    ground.
  • Added in some removed drop ships and banshees that existed in
    old Halo footage for extra ambience.
  • Added in a shadow that can be used with the fixed cross map
    unlock linked to T&R.
- Silent Cartographer Evolved
  • Removed some dynamic lights from objects to improve performance
  • Removed energized crates to improve performance.
  • Removed Grunt easter egg to save memory.
  • Removed Metroid easter egg to save memory.
  • Added in other Warthog variants
  • Made some Warthogs spawn randomly.
  • Removed Gungoose.
  • Changed some internal scripts to provide stability.
  • Removed some Covenant weapons that were found on map.
  • Removed Skirmishers to make room for the new hogs, shadows,
    shades, and sprint.
  • Revised entire maps shaders
  • Fixed some long standing bugs where the normal maps were
    applied in the color specular map channel of the shaders
- Assault on the Control Room
  • Due to an unsolvable bug, we were unable to delete vehicles
    when you go inside structures and thus they were always there,
    generating particles and eating into the games budget, with the
    new vehicle effects system, this bug produces significantly
    less effect and particle popping for players under certain
    circumstances.
  • Made some changes to the last octagon weapon drop room with the
    hunters
    - Specops BR instead of DMR
   - More AR ammo
   - Made it less likely to see enemies spawn in the exit area of
     the room.
 • Removed a command that forced a grunt out of a turret, which
    may have been causing crashes for some people who speed run.
  • Removed Jackals with BPP from last tank section, so that we
    don't accidentally get particle overloads and so they won’t
    kill all the marines with a lucky shot
  • Fixed an issue where at the control room one of the Shadows
    would drift into the other's territory and a Wraith could be
    discouraged to fire.
  • Fixed a shader issue on the elevators
  • Reduced the chance of elites being majors, and changed one to
    use a plasma pistol and removed an elite entirely on the last
    exterior encounter before going inside after you have to get
    out of your vehicle before heading inside the labyrinth that
    leads you to the underground bridge room.
  • New snow effects.
  • Post processing allows us to let your visor frost over when
    outside.
- 343 GS
  • Fixed a problem where more lights were being generated than
    they should have, causing reducing effect and particle popping.
  • Fixed an issue where you could get weapons the marines in the
    cinematic dropped.
  • Removed lights upon the first meeting with the sentinels to
    improve performance.
  • Exterior fog is now more dense and using fake volumetrics.
  • Radar is now an available (and introduced) AA on this mission,
    in place of VISR.
- The Library
  • Removed references to old placeholder data to reduce file size.
  • With placeholder data removed, lowered compression on some
    environmental textures.
  • Added new fog effects.
- 2 Betrayals
  • Fixed some empty Banshees being spawned during Sparrowhawk vs
    banshee fight in the cavern that never got used.
  • Fixed an issue that made some Sparrowhawks have problems being
    entered.
  • Changes glass shader to make it more visible.
  • Redid lighting for "cakewalk" area.
  • Fixed lighting for the interior of the Control Room.
  • Fixed a shader issue on the elevators.
  • Fixed an issue where all AI wouldn't move to their new position
    by the Pelican after destroying the first pulse generator.
  • Swapped out AA Wraith in the tunnel for a mortar wraith.
  • Changed the spawn location for some Flood forms in the new
    area’s field with the damaged Wraiths.
     • In new area on the left path, fixed some AI that weren't as
       mobile as they should have been.
     • Fixed an issue where some AI may have not been going to their
       new positions after destroying the first pulse generator.
     • Fixed an issue where the legacy monitor asset and AI were being
       loaded.
     • Fixed an issue where AI at the base of the control room would
       not move to their firing positions.
   - Keyes
     • Improved compression on cliff normal maps
     • Added in an active camo powerup in the muster bay instead of an
       overshield.
     • Removed dynamic lights from the shield generators, increasing
       performance and reducing effect and particle popping.
     • Restored coolant to be more like Xbox.
     • Radar is now an armor ability you can use on this mission.
     • Fixed an issue that let a door open into an endless void.
     • Added a bunch of goodies into a hallway with a really hard
       encounter required to pass if you wanted one of the terminals.
   - Maw
     • Fixed an issue where players could manipulate the endless flood
       spawns to overload the game.
     • Implemented a cut encounter at the bridge.
     • Replaced VISR with Radar as an AA.
     • Replaced dead marines in new area with crewmen.
   - Added Lumoria Campaign
     • Added SOCOM Pistol
     • Added SOCOM Assault Rifle
     • Added SOCOM Assault Rifle with grenade launcher
     • Added SOCOM Battle Rifle
     • Added Amped DMR
     • Added Amped SMG
     • Added Spiker
     • Added advanced Plasma Rifle
     • Added Grenade Launcher
     • Added Sentinel Light Rifle
     • Added Unstable Carbine.
   - Added new missions to Installation 04 Campaign
     • None Left Behind
     • The Commander
     • The Commander Evolved
   - Added new playable character for Commander missions, Thel
     Vadumee.
   - Added Energy Sword Armor Ability.
3.1.0f
- Fixes to launcher
3.1.0e
- Updated installer to allow the following features you've
  requested:
  • Custom installation path for SPV3!
- No more DirectInput issues!
- 1.10 patch is now optional for SPV3 (but still required for
  original Halo CE)
- Ability to mute installer sound (hopefully it won't be done
  often)
- Updated launcher to show proper error messages when crashing,
  additionally:
- Added a "Fallback" version which does the essential to start up
  SPV3 if the main one crashes
- Added a "Ultimate Resort" version which should be used in case
  nothing else works
- 3.1.0d
- Updated launcher and installer to fix remaining issues.
- 2 launchers exist now, lite should work for everyone, but has
  basic features
- While advanced enables things like 60 FPS.
- Added some missing credits for Ben, who was a concept artist.
- Added missing credits for 002 [SPV3.2 Edit: 002 is now known as
  Kavwuvi), who is the man who made 60 FPS possible!
- 3.1.0c
- Fixed the last human datapad from displaying text saying it was
 forerunner in Halo.
- 3.1.0b
- Fixed some issues with the launcher and installer
- Fixed a hovering tree in Halo.
- Fixed some errors in the readme.
3.1.0a
- (SPV3 Part 1, Missions 06)
  • ###Global###
    - 5 new missions added.
    - All new UI.
    - Skulls (other than mantis and moon) are now unlocked from
      the start in the UI.
    - New weapon added, the Brute Piercer.
    - Fixed an issue where Elite Ultras would try to overcharge
      their Plasma rifles and shoot their teammates.
- Changed the spread on the grizzly cannons so the first shot
 is more accurate.
- DMR does less damage to grunt backpacks.
- DMR's visual bloom adjusted to make it more consistent with
  weapons behavior.
- DMR projectile range slightly increased.
- Stealth Elites now use plasma grenades instead of gravity.
- Skirmishers only carry cluster grenades.
- Particle effects downgraded for ghost, banshee, and shade.
- Skull system removed and now entirely accessible via menu.
- Terminal system overhauled (see mission changes for
  details).
- Cleaned up optimizations for AOTCR to prevent particle
  popping.
- Overhauled brutes, ranks are just minor/follower, major/
  leader, ultra/commander, zealot/war chieftain.
- Plasma Rifle and Shredder Brutes now carry cluster grenades
  on all ranks.
- Particle Carbine, Focus Rifle, Brute Shot Brutes now carry
  gravity grenades on all ranks.
- New Brute rank added, War Chieftain who wields hunter
  cannons and uses gravity grenades.
- Shielded Ultra Brute rank which uses Brute Plasma Pistol
  removed.
- Shielded Ultra Brute rank which uses Piercer added to
  replace removed brute rank.
- Brute Minor/Followers will panic when an elite or superior
  brute is killed in combat.
- Increased effectiveness of AI ally gunner aim with the
  rocket hog.
- Inserted Heretic Hog unlockable.
- Updated shaders for the holograms in Halo's control center.
- Updated shaders for Cortana (added pulsing and flowing
  strings).
- Updated Cortana model to fix weird issues with her teeth.
- Brand new Energy Sword model and shaders.
- Hunter armor now takes no damage from projectiles, only
  explosives.
- Hunter shield now halves damage from impact explosives
- Hunter now 4x more resistant to melee attacks.
- Fixed an issue where gravity grenades could never detonate.
- Raised battery drain per shot on particle carbine.
- fixed an issue where the Focus Rifle could display wrong
  text
- Fixed an issue where blood physics weighed as much as rock
  instead of water.
- changed colors on the reflex booster to make it more
 distinct from overshield.
- fixed an issue where the banshee fuel rod could fire 2
 shots at a time.
- Made revisions to Banshee AI.
- Changed the way grunt model permutations display. Grunt
  majors now get the backpack from the ultrarank, but no
  helmet.
- Fixed an issue with the SMG, Needler, Plasma Rifles, Plasma
  Pistols, Shredders making their shooters make pain sounds.
- Fixed an issue with the AA wraith fuel rod doing the wrong
  impact damage.
- Fuel Rod damage is now much greater vs vehicles.
- Redid Phantom health system to put higher emphasis on
  hitting engine pods than body.
- Increased range of DMR and BR marines, so they can cover
  you on the climb up to the control room.
- Fixed an issue where the Elite wielding carbines did a 10%
  more damage than they should.
- Fixed an issue where Elites had inconsistent grenade
  throwing speeds.
- Increased grenade launcher damage vs vehicles and elite
  skin.
- Decreased pull on gravity grenades vs players by 50%.
- Removed the standard carbine firing sound from playing
  alongside new firing sound.
- Added a new empty sound for the particle carbine sound.
- Made some changes to Grizzly tank death explosion and
  effects.
- Replaced Warthog Chaingun sound.
- Fixed an issue where stealth elite would play their shield
  popped effect when dieing.
- Wraith Mortar does more impact damage when directly hitting
  bipeds and vehicles.
- Grizzly takes less splash damage.
- Removed an effect from inactive plasma grenades to increase
  performance.
- Removed some of the force behind heavy shade bolts.
- Regular sniper uses blue displays and lights, stealth uses
  classic green.
- Regular SMG has green lights, stealth uses red.
- Replaced green gunner grunts with regular ones.
- Reduced brightness of jackal shield in first person
- Removed crosshair for jackal shield.
- Made text in FP stand out more against light backgrounds.
   - Added in some new lighting effects and particles for
     rockets.
   - Made a change to some of the warthog effects, so kicking up
     dirt doesnt eat 40% of the particle budget.
   - Fire you can walk into in the environment does 5x more
     damage.
   - Removed alternating fire on ghost and banshee.
   - Halved damage from light plasma bolts from vehicles. (back
     at stock levels).
   - Fixed some red lights that were on the Void's Tear.
   - Redid the energy tendrils on the Plasma Rifles and Pistols.
   - Updated trees so they can be used for cover better.
   - Updated visuals on blind wolves.
   - Updated shaders on forerunner doors and devices.
   - Made hunter backplate easier to break, and also makes the
     hunter play an animation when destroyed.
-
- ###Pillar of Autumn###
  • Added unlockable to effect other maps.
  • Now has 12 unlockable terminals for all difficulties, up from
   4 difficulties specifically.
 • Made a change to how anger skull works to reduce potential
   problems
 • Made changes to drought skull to make it work more reliably.
 • Intro crewman cowers as the brute shot rounds go off above.
 • Did some updates to the checkpoints not saving you in bad
   situations.
-
- ###Halo###
  • Now has 18 unlockable terminals for all difficulties, up from
   6 difficulties specifically.
 • Added an unlockable event that effects rest of mission and
   all other missions.
 • Added unlockables because of player actions in POA and T&R.
 • Removed some warthogs/geese at alpha base to improve
   performance. (specifically, with particles flickering in and
   out)
 • And made some changes to the whole area.
 • Fixed a bug where the pelican that picks up the brute
   prisoners never despawned.
 • Fixed an issue where the wraith at alpha base dropped off by
   phantom didn't deploy it's gun.
 • Fixed the wraith on noble difficulty not having the health
   system applied if jacked.
 • Made a change to the hog healthpack player help text.
 • Fixed a longstanding issue from the Xbox version, where
   certain grenades and projectiles could go through the "fat"
   trees.
 • Restored chief's blurry vision at mission start.
 • Redid some of the water shaders, which were broken in the PC
   port.
 • Fixed an issue where the first dropship could sink into the
   ground.
 • Made some adjustments to music if the player calls in the
   longsword strike at the first tower.
 • Rejiggered some dialog surrounding alpha base.
 • Changed some of the AI to not upgrade at the top of alpha
   base, so the jackals can EMP the AA wraith.
 • Updated clouds.
 • Added sapling pine trees.
-
- ###Truth and Reconciliation###
- Now has 12 unlockable terminals for all difficulties, up from 4
  difficulties specifically.
- Added an unlockable because of player actions in Halo.
- Wraiths no longer useable.
- Brute BPP rank removed and replaced with Brute Piercer rank.
- Specop Hunters removed, chieftain and bosses encounter instead.
- Grunt ultras now encountered only inside the ship after piercer
  introduction.
- Added an unlockable event that effects all other missions.
- Fixed an issue where some trees leaves would block bullets.
- New lighting with support for directional light mapping on the
  exterior.
-
- ###Silent Cartographer###
- Now has 18 unlockable terminals for all difficulties, up from 6
  difficulties specifically
- Got rid of jackals with brute plasma pistol at the crash site.
- Swapped out an elite on the exit of the cartographer with a
  shielded brute.
- Added grunt ultras throughout the mission.
- Diversified jackal ranks during cartographer escape.
- Added unlockables as a result of player actions in POA and T&R.
- Fixed some original music which didn't get replaced.
-
-
- ###Silent Cartographer Evolved###
  • Now has 18 unlockable terminals for all difficulties, up from
   6 difficulty specific.
 • Removed findable skulls.
 • Added an unlockable as a result of player actions in Halo.
 • Cleaned up optimizations to prevent effect popping.
 • Removed Mantis skull. (sorry, had to sacrifice something to
   include the piercer).
 • Removed Gungoose (turns out more than the mantis skull had to
   go for new content).
 • Fixed an issue with some ramps not having their lights.
 • Fixed an issue where the door at the top of the elevator at
   LZ couldnt be bashed open.
 • Switched rocket hog to gauss hog.
 • Removed from auto loading, now only playable via the UI.
 • New visual theme and lighting similar to Halo 3's "The
   Covenant".
 • Fixed an issue where grunts at the pit would overcharge their
   plasma pistols.
 • Removed Phantoms.
 •
 •
- ###Assault on the Control Room###
  • Now has 18 unlockable terminals for all difficulties, up from
   6 difficulty specific.
 • Removed findable skulls (excluding Mantis skull).
 • Made some adjustments to Mantis skull.
 • Added an unlockable as a result of player actions in Halo.
 • Added an unlockable as a result of player actions in T&R
 • Added an unlockable event to enable use of Grizzly in 2
   Betrayals.
 • Improved optimizations to reduce effect popping when to many
   encounters were skipped.
 • Adjusted some grenade and ammo distribution.
 • Added in gungoose, chaingun and rocket hog.
 • Made numerous changes to underground cave room area, both
   encounter, saves, and performance wise.
 • Made some changes to the first small bridge to diversify
   weapons.
 • Redid light bloom.
 • All new lighting in exterior areas.
 • Fixed an issue where the first banshee could fall from the
   sky if not killed.
 • Fixed an issue with specular properties in the underground
   lightbridge room.
 • Fixed an issue by the second crashed pelican where some
   brutes could spawn or get trapped in the rocks.
 • Swapped gauss and rocket hog spawns.
 • Added some new rocks at the last exterior section after tank,
   to provide new routes and cover.
 • Added bits of cyan lighting into some of the areas, to break
   up the visual tone.
 • Fixed an issue where one of the Shadows could end up in the
   wrong area near downed pelican.
-
- 3.0.2
- ###Global###
  • All terminal text revised
-
  • ###Pillar of Autumn###
    - Added in cool POA logo to the bridge
-
- 3.0.1
  • ###Global###
    - Cinematic music lowered.
    - Updated Gungoose physics.
    - Made a change to rocket hog gunner AI which should reduce
     accidental deaths.
   - Increased DMR damage vs Elite and Brute shields.
   - Warthog bullets reduced damage vs other vehicles.
   - Gold Elite shield strength boosted.
   - Downgraded fuel rod explosion particles for better
     performance.
   - Updated text in Skulls menu to reflect changes + notice of
     controller support, FOV change, and other info.
   - Shadow HP reduced.
   - Removed taunting behavior from Rocket Launcher marines...
     so they don't fire at the ground and kill themselves.
   - Changed time of doublespeed and renamed to "Reflexes
     Enhanced"
   - Focus Rifle zoom levels adjusted
   - Powerups now tell you how many seconds they last.
   - Brute Shot posing animation fixed.
   - Gungoose passenger animations has been improved.
   - Shredder firing sound volume reduced
   - Removed a Focus Rifle melee animation that should have not
     been included.
   - AR firing and reload sound volume has been increased.
   - Fixes to Keyes's model.
   - Particle Carbine display has been improved.
   - Spec Ops SMG HUD now says "2x" while zooming.
   - Added video tutorial link to readme.
   - Gravity grenades should not "fly" in rare instances.
   - Fixed broken controller support link in readme (that's this
     document!).
   - Plasma grenades now do extra damage when stuck to vehicles.
     - Fixed dev text glitch on all missions.
     - Improved gungoose physics when dropped by Pelicans.
     - Ghost boost removed.
     - Overall stability improved.
     - Changed default motion blue amount. (We still advise all
       players to play without it)
     - Fixed a misspelling when picking up the Mantis Skull.
     - Void's Tear gravity effect now uses the updated system for
       the gravity grenades. (no more flying!)
     - Fixed the Specop Sniper rifle from saying "Loading... done"
       instead of displaying picked up ammo.
     - Made edit to Plasma Rifle animations.
     - Fixed a bug that didn't let all of Cortana's shaders
       display.
     - Addressed an issue that could potentially mess with the
       Specop BR firing 4 bullets at once.
-
    • ###Pillar of Autumn###
      - Made main window in Sub engine room in POA always have a
       broken window.
     - Fixed a bad checkpoint after you first get the Reflex
       Enhancer powerup.
     - Fixed a rare issue where players could have reflexive
       damage effects if quitting after opening cutscene.
     - Placed a door that was missing.
     - fixed a crooked display board in new area.
     - Swapped ammo packets for DMR and made them DMR ammo boxes.
     - Moon Skull does not show up on normal and heroic anymore.
     - Fixed clipped barrel at Covenant Datapad #1.
     - Fixed the first Covenant Datapad being labelled as the
       second.
     - Fixed an issue where you could be pushed through the map
       after seeing the life pods being destroyed.
     - Removed test map area to save space on file size.
     - Removed unfinished destroyable computer banks.
     - Fixed misplaced bashable door.
     - Added some crates to ladders that are unclimbable so
       players don't get confused.
     - Fixed Covenant sounds not playing in one of their boarding
       craft.
     - Fixed an issue with color weights on the bulletin boards.
     - Fixed an oxygen tank intersecting a wall.
    • ###Halo###
      - Fixed an issue where the top of alpha base would report
       area clear before all AI are dead, and not show navpoint.
     - fixed an issue in Halo where the alpha base ammo cache rear
       door would be open even if front door wasn't bashed in.
     - AA wraith in Halo starts with lower health.
     - Removed old button press promt at a radio antenna.
     - Fixed a broken string entry for the AA Wraith
     - Mantis Skull does not show up on normal and heroic anymore
       and challenge encounter can no longer be "skipped".
     - Made first phantom in halo take off soon as it deploys it's
       troops.
     - Second warthog navpoint fixed.
-
    • ###Truth and Reconciliation###
      - Restored a line of dialog that rarely played in the
       original game.
     - Phantom won't be called in if player if the wraith is
       occupied at the gravlift.
     - If Pelican flies in the gravlift area, banshee waves are
       activated.
     - Moved an object that players were not supposed to see
       further way so it can't be seen with VISR.
-
-
    • ###The Silent Cartographer Classic###
      - Added final lightmaps that didn't render in time for
       initial release.
     - Made a fix to security cutscene where the BSP didn't load
       correctly.
-
-
    • ###The Silent Cartographer Evolved###
      - Removed egg on TSC:E hidden by Evolved team. (Sorry about
       that 343! We love you!)
     - Made some adjustments to placement of Covenant torches.
     - Fixed a log intersecting a rock.
     - Fixed an uplink crate that intersected the cliff.
     - Added more marines for beach assault.
-
    • ###Assault on the Control Room###
      - Improved effect optimization on AOTCR
      - Fixed a crash in AOTCR when going up the elevator.
      - Made ending AOTCR change difficulty and start you back at
       the start of the game once completed.
     - Fixed missing control panels in light bridge cave.