Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2 | Gravemind: Revamped
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Update: May 24 @ 2:35am

- adjusted alternate mausoleum section to have kind of tighter anti-softlock measures

Update: Feb 28 @ 4:39pm

updated for the totally cool awesome huge banger MCC update that came out today

Update: Jan 20 @ 10:17pm

- fixed softlock in alternate mausoleum area
- hopefully didn't break anything else in the process of doing this one simple change

Update: Nov 29, 2024 @ 12:32pm

- adjusted alternate mausoleum section to (hopefully) be incapable of softlocking
- fixed issue where the scene outside the mausoleum tower would break
- fixed potential softlock in the jail armoury scene

Known issues still being looked into:
- stuff from the previous change notes

Update: Nov 29, 2024 @ 12:40am

- refined a bunch of stuff in the alternate mausoleum encounter, including some more weapon crates both in the mausoleum and in the 'armoury'
- added another elite buddy failsafe teleport
- fixed bug where first outdoor garden bit had hunters that could despawn if they were allied
- fixed bug where elite buddy would teleport on top of a rock instead of to a particular point
- thanks to num005, adjusted a couple phantom scripts so the turrets shoot consistently
- fixed some door timing on a scripted door sequence
- added another elite buddy teleport failsafe
- fixed bug where background phantoms were missing a glowy bit


Known issues still being looked into:
- everything said a couple of change notes minus the bottom one
- elite buddy makes the hunter pair in the mausoleum trivial to fight, not sure why he's able to damage them
- need to figure out what could potentially cause the elite buddy to despawn/disappear before the scene outside the mausoleum

Update: Nov 25, 2024 @ 10:54pm

OH MY GOD I COMPLETELY SCREWED UP THE ALTERNATE MAUSOLEUM SECTION WHY WHY WHY

fixed now tho, carry on

Update: Nov 25, 2024 @ 12:36am

- actually fixed the regular mausoleum fight this time i promise please believe me
- tweaked non-regular mausoleum reinforcement spawn rates
- added a couple of teleport scripts for the elite buddy to hopefully stop him from getting stuck
- hopefully fixed the jail softlock where the lift won't activate
- shortened the modified mausoleum encounter by cutting out a couple of waves (they still appear, but the game chooses one of two waves randomly now)

Known issues still being looked into:
- base mausoleum encounters need some TLC (i'll be adding this plus some other QoL tweaks in the coming week/s as i get time, think of it as a v1.1!)
- enemy count still needs a balance pass
- some more failsafes for the elite buddy
- ship firing visuals still aren't rendering in MCC for some reason
- music cues in the mausoleum encounter are probably a bit munted due to the shortened length, will fix shortly

Update: Nov 15, 2024 @ 10:07pm

- fixed dumb thing where enemies could get stuck on certain raised bits next to the floor in the mausoleum
- (hopefully) fixed all of the issues with the standard mausoleum encounters softlocking
- (hopefully) fixed a potential softlock in second exterior garden area
- fixed the awkward pause before cortana's dialogue in the mausoleum after the wave section is done
- fixed a music cue not playing at the end of the mission

Known issues still being looked into:
- need to add more elite reinforcements to alternate mausoleum encounter
- enemy count still needs a balance pass
- possibly still the jail grav lift softlock? have not been able to identify the root cause yet

Update: Nov 14, 2024 @ 12:11am

- adjusted a particular unique enemy's shockwave hitbox, should be a bit more forgiving now
- adjusted elite buddy's standard health, he shouldn't die as easily on lower difficulties now
- added failsafe for first hanging garden phantom, should resolve a softlock in case MCC decides it wants to delete the final encounter for some reason
- fixed progress blocker in mausoleum hallway where a door wouldn't unlock
- fixed door in midtower that was facing the wrong way, so it let the player in but wouldn't let them out (evil brute closet trap, high skill move)

Known issues still being looked into:
- vanilla mausoleum encounter being a bit buggered, music not playing properly
- probably something else i've forgotten about
- need to add more elite reinforcements to alternate mausoleum encounter
- enemy count still needs a balance pass
- possibly still the jail grav lift softlock?

Update: Nov 12, 2024 @ 1:03am

- forced marines to speak all scripted dialogue during jail rescue sequence
- bandaid fix for elite buddy getting stuck early in the level, if he still gets stuck please let me know where and how
- fixed softlock in standard mausoleum encounters
- adjusted jackal scripts in first hall section, they should no longer be blinded. (Paralysed? Dumbstruck?)

[ONGOING/INVESTIGATING]
- enemy count too high in places
- softlock in jail cell due to grav lift not activating (i have seen an instance where the enemies get stuck in it for some reason, shooting them causes it to function normally so it may be related to that. if that solves the problem please let me know)
- brute boss attack hitbox being a bit unforgiving