Halo: The Master Chief Collection - Game Mod - Halo Reach Evolved v.2.2 - Download

The file Halo Reach Evolved v.2.2 is a modification for Halo: The Master Chief Collection, a(n) action game. Download for free.

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File Type: Game Mod

File Size: 6113.3 MB

Last Update: August 17, 2020

Downloads: 234

Last 7 days: 0

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Halo: The Master Chief Collection

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Halo: The Master Chief Collection

Halo: The Master Chief Collection
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Halo: The Master Chief Collection

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Halo Reach Evolved is a mod for Halo: Reach (the one that’s part of Halo: The Master Chief Collection), created by TheVengefulVadam.

Description:

Welcome to the release version of Halo: Reach Evolved!

Halo: Reach Evolved is a sandbox overhaul of Halo: Reach that brings in certain aspects from the original trilogy of Halo games,

re-balances the Legendary Campaign difficulty, edits some of the Campaign encounters, introduces brand new content, and alters the

weapons and vehicles to give each tool of destruction their own distinct niche.

Installation:

Move the maps to the maps folder: Steam > steamapps > common > Halo The Master Chief Collection > haloreach > maps

===MAJOR NOTE===

On New Alexandria, the Jammer in the Disco Room has a "glitch" where if you attempt to board the hunters AFTER disabling

the Jammer, the game will de-load the entire surrounding level geometry and you will die. This is due to a script that commands the

game to de-load the BSP once the player enters a vehicle. This aligns with the player's actions in the base game because the only

vehicle is the Falcon that's parked outside. However, boarding a hunter counts as a vehicle, and the script will play out. I

didn't want to just cut the hunter boarding feature just for this mission and create an inconsitency with the rest of the campaign,

but in turn, this issue remains until I can find a way around it. If you wish to board the hunters, do so BEFORE disabling the

Jammer.

Reach Evolved Update 1.1 Patch Notes:

- Lone Wolf's ending cutscene no longer crashes.

- The Package no longer lags/de-syncs after the AA guns.

- Fixed "Banshee Hunters" on Nightfall, added one as an Easter Egg somewhere in the Campaign (hint, NOT on Nightfall).

- Toned down Spirit projectile damage.

- AI Rank Upgrade chance on Heroic and Legendary have been reduced, now uses a value between original Normal and Heroic. This was to

give the lower ranks a better chance to appear on higher difficulties.

- Tweak PoA Boneyard encounter, less jackals / skirmishers, more weapon variety for Marines (same for the rest of the campaign)

- Chieftain + Stalker Brute squad in third Phantom wave in The Package's Ice Cave swapped places with the Brutes from the left-most Phantom due to occasions where Stealth Brutes would

fall from the Phantom and pass over the railings of the bridge, breaking their pathfinding. It could still happen w/ the standard brutes, but they'll be more visible than the Stalkers.

- bullet_slow (Assault Rifle) does slightly better shield damage (0.65 -> 0.7)

- plasma_slow (the Spates, Plasma Pistol, Eviscerator, and Plasma Rifle) does more damage against tough_organic (Brutes. 1x) and hard_metal_thin (Elites, 0.6x)

- Difficulty enemy damage multiplier lowered to 1.25x on Heroic and Legendary. Since hard_metal_thin, the material the player's health uses, takes more damage from plasma_slow weapons now,

and a vast majority of the enemy weapons in the Campaign shoot this type of projectile, consider this as shifting some of the Difficulty damage multiplier values to the Damage Table, resulting

in an experience where enemy damage remains mostly unchanged from the first release while the player's plasma weapons get to perform better against more types of enemies.

- All Enemy projectiles travel at the same velocity on all difficulties, uses the Legendary values.

- Scorpion on The Package now acceps all ODSTs, and a 4th ODST joins the squad to have all 4 treads occupied (not on Co-Op).

- Br/Shotty weapon crate that was stuck in the wall at the end of Pillar of Autumn has been moved to being inside the

building it was attached to. The physics associated with that easter egg seem to shoot you at high speeds way more on MCC.

-Magnum:

-does better shield damage.

-magazine size increased from 8 to 12, HUD ammo count adjusted to match.

-BR:

-does more damage per bullet (6 -> 8)

-AI fire the BR faster

-HUD ammo count adjusted to match 36 round magazine

-Needle Rifle:

-has slower projectile speed, 50 points faster than the Battle Rifle projectile

-magazine size increased from 12 to 15, HUD ammo count adjusted to match.

-supercombine damage increased (90 -> 175)

-error deceleration rate slightly increased, meaning reticle resets back to normal slightly faster with each shot.

-AI firing range significantly increased (20 -> 75)

-Plasma Rifle:

-shader gained a purple hue to better match its CE counterpart.

-enemy Plasma Rifle users generally fire it at a slower fire rate

-projectile speed slightly increased (25 -> 30)

-slight rate of fire increase (7 min, 10 max like in CE) but takes slightly longer to reach the max RoF, again like in CE

-max bloom slightly decreased

-Needler:

-AI drops twice as much ammo on average

-Plasma Spate:

-projectile speed slightly increased (40 -> 50)

-enemy projectile speed slightly decreased (0.7 ai velocity scale)

-max bloom slightly decreased (1.3 -> 0.7)

-AI firing range doubled (15 -> 30)

-damage buffed (8 -> 9.5)

-Brute Plasma Spate:

-damage buffed (14 -> 18)

-enemy projectiles move slightly slower (0.86 ai velocity scale)

-Plasma Launcher:

-uses less battery per shot (0.08 -> 0.05)

-Flak Shade Variant:

-enemy projectiles no longer track targets

-projectiles move slightly faster? (11/11 -> 15/12)

-Wraith:

-enemy mortar projectile speed slightly slower (0.35 ai velocity scale)

-Skirmishers:

-longer hard ping cooldown time (means they don't jitter as much when you shoot them)

-Skirmisher Major and Skirmisher Murmillo health slightly decreased (110 -> 100)

-Skirmisher Commando health slightly decreased (135 -> 120)

-Elites:

-Plasma Rifle users perform with it differently depending on rank; the higher, the better

-Minors and Officers will now randomly spawn with either the Minor armor or the Officer armor permutation, akin to the two different Elite helmet variants seen in CE

-Ultras will now randomly spawn with either the Minor or Ultra armor permutation.

-Minor armor color tweaked to be less dull

-Officer armor color is now a darker reddish-magenta.

-Phantom:

-Chin Gun Projectile moves slightly slower (25 -> 15)

-Plasma Turret:

-enemy projectiles move slightly slower (0.7 velocity scale)

-Apparition:

-secondary flame damage nerfed significantly (35 -> 15)

-Energy Sword:

-wait time between lunge and standard melee attacks reduced, performs similarly to the Halo 2 sword.

-Grunts:

-Grunt Minor rank color permutation slightly more vibrant and less dull.

  • Last update: Monday, August 17, 2020
  • Genre: Action
  • File size: 6113.3 MB

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