During the development of this CU, there was a moment in time where I was able to get QA to spend some cycles testing a side project of mine: adding new skulls to Reach!
The two most important skulls I wanted to focus on in terms of simplicity and fun value were Bandana and Acrophobia. These will show up in the campaign lobby only at this time, as adding support for new skulls to Firefight would require new binary versioning handling in the game variant which was beyond the scope of this side project.
I recommend checking them out, as astute players may find one of these new skulls helps them engage certain prey.
With our April CU, we made a few key additions to our Forge tools (the inclusion of team-based kill volumes and a handful of bug fixes). Our Forge friends seemed to appreciate these additions, but also seemed to want some more!
Well, as Noble Six once said, “I aim to please.”
Here are the Forge additions and improvements coming in our August CU.
- Object Duplication (Reach): This feature was introduced in the original Halo 4 release and lets Forgers duplicate an object, retaining all of its properties—color, team assignment, boundary shape and size, etc.—at the press of a button. It’s a super handy feature, so we’ve added support for it to Reach where it now works exactly as it does in H4 and H2A.
- Reset Orientation (Reach): This feature was always available in Reach from the Forge menu, but got its own handy hotkey in Halo 4. We’ve added this to Reach as well where it maps to right on the D-Pad on controller and has a customizable keybind on mouse & keyboard.
- Delete By Palette / Delete Everything (Reach): This is another convenience feature which was introduced in Halo 4 and is now available in Reach. From the Forge menu, you can now delete all objects within a given palette, or all objects, at the push of a button.
- Location Name Markers (Reach): This is a feature which was originally introduced in Halo 5’s Forge, which we’ve added a version of in Reach. Historically, Forge map variants have been subject to the named locations on the base map (on Forge World that’s Quarry, Coastline, Island, etc.) Now, you can set up your own with 256 names (curated from across Reach’s suite of MP and Firefight maps) to choose from. These are currently available on Forge World and Tempest (our “primary” Forge canvas maps).
The new Location Name Marker feature in Halo: Reach which allows Forgers to customize the names of areas on their map variants.We hope that all of these Forge improvements, alongside the release of Reach mod tools, will empower our creator community to keep making awesome things.
- “Hold to Bake Lighting” (H4, H2A): Historically, swapping from Monitor mode to Player mode would automatically bake lighting on all dynamically lit objects on the map. This process is pretty fast on modern hardware, but it can still become an annoyance when repeatedly switching. In H4 and H2A, you can now choose to hold the button to bake lighting, or tap the button to switch modes instantly without baking. This will also be familiar to fans of Halo 5’s Forge tools.
- Bug fixes and other additions: Aside from the items above, there were a number of bug fixes and smaller additions to Forge and Forge-adjacent features. To name a few, Elites can now pilot Sabers in Reach and the orientation of space fighters now appear correct for hosts and non-hosts alike in Reach and H4. A few missing vehicles have been added to Tempest’s Forge palettes. A timing issue with toggling rotation axes at high framerates in H4 and H2A has been resolved. Check out the patch notes when they drop for a full list of fixes!
Back in our April update, we released a feature which added 51 multiplayer medals to Halo 3. This was something we’d been wanting to do ever since we designed our medal-driven progression system back in 2019.
Here’s a quick recap on the feature: We identified 51 medals from later Halo games (from Reach to Halo 2: Anniversary) which we wanted to include in Halo 3. Under the hood, these work exactly like the existing medals that Halo 3 shipped with. Players can customize how/if they are displayed in game by choosing from the following medal display options, but they are always tracked and visible in the post-game carnage report (and award XP in matchmaking as a result).Medals are a great way of tracking and rewarding a wide range of player actions across all of the Halo games in MCC. The problem was, Halo 3 supported significantly fewer medals than any of the other games (Halo: CE and Halo 2 had already received unified medal additions when MCC launched in 2014).
- Unified: Medals are displayed in MCC’s unified medal flasher, using the unified art style. All medals, old and new, are displayed. This was intended for anyone who wanted more feedback for their actions in the game.
- Original: Medals are displayed in Halo 3’s HUD, using their original art style. Only the medals which existed in the original Halo 3 release are displayed. This was intended for purists who wanted the original experience. There was one area where this did not meet the goal of matching the legacy experience which we’ll touch on below. Spoiler: it’s fixed with our upcoming MCC update!
- Original+: Medals are displayed in Halo 3’s HUD, using their original art style. Only the medals which existed in the original Halo 3 release, as well as a small selection of new ones, are displayed. The new medals included are Headshot, Assist, and Supercombine and they all use their original Halo 3 art from the campaign metagame feature set. This was intended for purists who wanted the original experience, but with a small handful of targeted additions.
- Off: No medals are displayed. This was an added bonus for anyone who wanted to minimize visual noise on their HUD.
To mitigate this, we substantially increased the per-medal payout in Halo 3 when we introduced the progression system. This helped to even the playing field but was far from perfect, as it wasn’t uncommon to finish a Halo 3 match earning only one or two medals.
Back in 2019, we defined a list of medals we wanted to add to Halo 3. These included a variety of medals ranging from very common (easy) to very rare (difficult) and rewarding different kinds of playstyles. These medals would not only feed into the XP system, but also provide additional real-time feedback to players.
In the years since Halo 3 released (can you believe it’s going on 15 years?), there has been a trend towards games providing more and more feedback for things like kills, assists, and objective play (you can even observe this trend across the Halo titles within MCC). As a result of the changing times, new players may find the relative lack of feedback for these actions in Halo 3 confusing or unrewarding. Adding many of these medals required a lot of attention to detail, from defining specific precedence for overlapping medals, to subtle nuances in their criteria.
Whenever we add a feature to a legacy Halo engine in MCC, we strive to make it a natural extension of the engine’s systems. Adding these medals the right way required some detailed work across a fairly broad surface area. Because of this, our initial plans to add them got pushed out of 2019. We were excited to finally have time to implement these towards the end of 2021. It was a fun bit of archaeology to dig up some of the nuances of these medals from the games they were introduced in (which ranged from Reach to Halo 2: Anniversary) and to reconcile these details with how Halo 3’s medal systems work.
Over the course of implementing and playtesting these medals, we made a few emergent changes as well such as adding to our original list of medals to add and including the aforementioned “Original+” setting. At one point during a playtest, someone got a cheeky kill with a Fusion Coil which prompted us to include the Environmentalist medal which hadn’t otherwise been on our list.
Above, we mentioned that there was one case where the Original medal display setting didn’t live up to its name. To explain this, we need to explain the concept of precedence in more detail.
Some medals with overlapping criteria supersede one another. For example, defeating an opponent with a headshot will award the Headshot medal and not the generic Kill medal. Similarly, a Beatdown supersedes a Pummel, a Wheelman supersedes an Assist, and a Gravity Hammer Kill or Energy Sword Kill supersedes a Pummel.
In the original Halo 3 release, if you defeated an opponent with an Energy Sword, you would simply receive a Pummel (technically a Beatdown but these were renamed with the introduction of fancy assassinations in Halo: Reach) medal. In MCC, the Energy Sword Kill medal now takes precedence, but it’s only displayed in the Unified medal flasher.
As a result, players using the Original setting actually got less feedback than they did previously. This was not our intention, and we heard your feedback loud and clear. In the upcoming MCC update, you’ll see the legacy Pummel medal in the HUD when earning melee weapon kills exactly as you did before. Under the hood, these are still mapped to the Energy Sword Kill and Gravity Hammer Kill medals for the sake of the PGCR and XP rewards.