7e1r8j1zL’8 Dicembre 2016, circa una settimana fa, è uscito l’ultimo aggiornamento di Halo 5: Guardians, Monitor’s Bounty. Il nuovo aggiornamento ha portato un gran numero di contenuti all’ultimo titolo targato 343 Industries. Abbiamo visto l’implementazione di playlist permanenti, che prima venivano inserite saltuariamente nei week-end, aggiustamenti dell’IA, nuove carte REQ e molto altro. Quest’oggi invece vi portiamo le Patch Notes, che ci faranno dare uno sguardo più da vicino a quei piccoli cambiamenti che non sono stati inseriti nelle ultime news. Prima di cominciare vi lasciamo una lista dei precedenti articoli, che potranno tornavi utili, nel caso in cui foste interessati a qualche argomento in particolare.

CANON FODDER – MONITOR’S BOUNTY

ARENA UPDATE – MONITOR’S BOUNTY

WARZONE UPDATE – MONITOR’S BOUNTY

GENERAL UPDATE – MONITOR’S BOUNTY

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PATCH NOTES

New / Updated Features:

  • La “Modalità Spettatore” è ora disponibile per tutti
  • I giocatori ora possono cercare ed unirsi a Partite Personalizzate in corso
  • I giocatori ora possono regalare Pacchetti REQ agli amici su Xbox Live
  • Nuovo Personaggio: Beam Goblin
    • I Grunts hanno riadattato la più mortale delle armi Covenant su una nuova variante del loro mech Grunt Goblin, con uno Scarab Beam che sostituisce il Needler, colpi di mortaio Wraith per le granate e palle di plasma che sostituiscono lo sbarramento ad aghi

Tweaks and Changes:

  • Aggiunta la registrazione del corpo a corpo (“pugno fantasma“)
  • Aggiustato un problema con il ritardo in ingresso del controller (“reticolo pesante“)
  • Aggiustato un problema che permetteva ad alcune armi di sparare più velocemente di quanto dovrebbero
  • Aggiustato un problema che non permetteva ai giocatori di vedere più di 12 segnalibri
  • Aggiustato un problema con i danni trasferiti con lo Scorpion
  • Aggiustato un problema dove a volte veniva data priorità alle tag dei nemici non presenti sullo a schermo a scapito di quelli presenti
  • Aggiustato un problema con il luccichio del Beam Rifle di Halo 2
  • Aggiustato un problema dove il danno AOE non veniva applicato ai giocatori a bordo dei veicoli pesanti
  • Diminuito il danno AOE dell’Hannibal Scorpion
  • Aggiornato l’audio del Wasp quando è vicino alla distruzione
  • Modificata la fisica ad impulsi associata al Martello Gravitazionale
  • Aggiustato un problema con il danno del Fucile a Dispersione quando colpiva i nemici in specifiche situazioni
  • Aggiustato un bug che causava una variazione della salute ai giocatori ed ai giocatori sui veicoli su Sanctum
  • Mantis Boss:
    • Cambiati gli scudi in modo che si ricarichino più lentamente
  • Grunt Goblin:
    • Migliorata la leggibilità degli stati di danno, attraverso soglie di danno ed il feedback del danno generale
    • Migliorata la sequenza di morte
    • Ridotto il raggio massimo dell’attacco a sbarramento ad aghi
    • Migliorata la variazione visiva tra le varianti di Grunt Goblin (incluso il nuovo Beam Goblin)
    • Aumentate le linee di dialogo di combattimento
  • Guardiano Eterno:
    • Ridotto significativamente il raggio massimo dell’attacco buco nero (reso più facile da evitare)
  • Cavalieri:
    • Aggiustato un bug che permetteva di fare headshot da dietro attraverso il carapace dei Cavalieri
    • Aggiustato un bug che permetteva all’armatura posteriore di rimanere anche dopo aver distrutto i punti deboli
  • Grunt:
    • Ridotta la forza degli scudi della variante di Grunt con gli scudi
  • Elite/Soldati:
    • Risolti diversi bug dove i nemici potevano abbordare i veicoli dei giocatori, tirar fuori il giocatore e guidarli
  • Miglioramenti ai server del matchmaking

 REQ CARDS

New / Updated Features:

  • I Commentatori possono ora essere selezionati in Warzone, Firefight ed Arena
  • Nuove Skin per le Armi
  • Nuove Posizioni ed Assassini
  • Nuovo mirino: Morph Scope
  • Nuove armi: Fucile delle Sentinelle d’Avanguardia, Lanciagranate, Tubo Pro
  • Nuovi veicoli: Wraith Anti-Aereo, Oni Wasp, Hannibal Wasp

ARENA

New/Updated Features:

  • Minigames aggiunti alle Varianti di Gioco
  • Super Fiesta aggiornata con le ultime armi REQ

Tweaks and Changes:

  • Rimossi piccoli cubi invisibili da Mercy

WARZONE

Tweaks and Changes:

  • Aggiustata la salute di tutti i nemici Warzone in Heroic e Legendary Warzone Firefight
  • Cambiata la difficoltà dell’IA da Leggendaria ad Eroica
  • Resi disponibili Punti di Navigazione sui Giocatori Amici per sempre
  • Migliorato il sistema di spawn
  • Nel caso in cui una base sia in procinto di essere catturata, il team difensivo non potrà mai rinascere nella base, invece rinasceranno vicino ad essa. Questo permette alle basi più grandi di cambiare fazione più frequentemente
  • Connessi gli spawn di tutte le basi su tutte le mappe per migliorare l’esperienza di gioco
  • Rimossi tutti i Grunt Mechs Leggendari. Troppo forti per Warzone.
  • Aggiustati diversi Dialoghi ed Audio
  • Aggiustato un bug dove gli Osservatori su Sanctum a volte volavano fuori dalla mappa
  • Rimossi alcuni nemici minori dai boss Mitici
  • Aggiustato un bug dove i Phantom calavano alcuni nemici già morti
  • Apex 7
    • Tank Master Rok è ritornato sul campo di battaglia
    • Nuovo Boss Soldato aggiunto
  • Noctus
    • Rimosso l’Hydra da Soldati Minori dietro i Garage
    • Rimossi i boss dal Monumento, ma vi resteranno comunque vicino
    • Nerfati i Boss Mantis
  • ARC
    • Scambiati il Grunt Jockey ed il Guardiano

WARZONE FIREFIGHT

New/Updated Features:

  • Nuova Mappa Firefight aggiunta – Prospect
  • Nuova Mappa  Firefight aggiunta – Temple
  • Aggiunta la Versione Eroica Heroic di Warzone Firefight
  • Aggiunta la Versione Mitica di  Warzone Firefight
  • Aggiunto supporto per la Variante di Gioco Mythic Warzone Firefight e Weekend Hopper

Tweaks and Changes:

  • Rinominata Warzone Firefight Hopper in Legendary Warzone Firefight
  • Incrementata la vita dei Nuclei da Proteggere al round 3 su Urban
  • Aggiustato il punto di spawn del Guardiano al round 5 su March on Stormbreak
  • Aggiustato il punto di spawn al round 5 su Urban
  • Aggiustata la composizione dei vari nemici per gli obiettivi su tutte le mappe
  • Aggiustato un bug con i boss Mantis su Skirmish at Darkstar

FORGE

New/Updated Features:

New Forge Canvases

  • Barrens – The most commonly requested Forge canvas has arrived! A large, open, pretty much flat desert canvas for building on that includes three different lighting themes.
  • Depths – Another open/flat canvas… under water! No longer break out of Fathom to build your underwater Spartan fantasies; build them in Depths! Apparently Spartans aren’t allergic to the water in depths for some reason.

Massive Scripting Update!

  • Action Target” – This powerful new system lets actions modify up to 64 other objects at once!!! (whaaaaat, super powerful)
    • Actions can be performed on other objects and even players
    • Lots of different filters to action on exactly the object you want; team, spawn order, object variable, boundary contents, and more
    • Even select one or more nearest, furthest, or random objects in the list
    • Action Targets are available in most original and new script actions
    • Defaults to “THIS” object for backwards compatibility with existing actions
  • Multiple Actions – Scripts can now have 4 actions per condition
  • Script Options – For each script there are options that change their behavior
    • Condition Interrupt – If the Condition re-evaluates as True while the scripts actions are running it interrupt them and restart the sequence
    • Round Interrupt – Changes if the round end interrupts/cancels the script sequence
    • Always Runs – Allows you to enable/disable a script if the object is despawned
  • Script Disabling – Ability to disable scripting at 3 different levels.
    • Map Level – Disable scripts for the entire map
    • Object Level – Disable scripts on an individual object
    • Script Level – Disable an individual script on an object
  • Enhanced Scripts – Enhancements to previously existing script actions
    • Spawn
      • Force: On/Off – On makes the object spawn even if someone/thing is occupying its current position
    • Position/Rotation: Reset
      • Position: On/Off – Turn on/off the position of the OBJECT(s) being reset
    • Animation: Play
      • Position: 0.0 – 1.0 – Some animated objects (such as Forge variants of the Pistons) can now be told to animate to
    • Move: Offset
      • TARGETS – Set a different target for the object to move off of, lets you move one object to another
  • New Conditions
    • Number: Check – Like the Power Channels but numbers. Tests Global (26 channels), Team (26 channels per team), Players (26 channels per player), and Object (1 per Object)
    • Score: Check – Trigger events off of score changes
    • Round: Time – Trigger events at specific times in the round
    • Boundary: Check – (Finally!) Check when players or objects enter, exit, or remain inside of the boundary on an object
  • New Actions – Tools for manipulating objects, scoring, and more.
    • Number: Change – Partners with the Number: Check condition. Allows for the modification (set, increment, decrement, multiply, divide, remainder) of Global, Team, Player, and Object number variables. Even randomize them easily.
    • Trait: Apply – Applies one of the traits specified in the Minigame custom game options to any player
    • Traits: Clear – Clears all traits from specified players
    • Wait – With multiple actions sometimes you want to wait before you trigger the next action or use this to build really specific custom timers
    • Score: Change – Modify the score of players and/or teams. Also can be used as a helpful debug tool sometimes in Forge to know the value of a Number variable
    • Round: End – Ends the round. Yep, that’s about it.
    • Screen Effects: Set – Set the screen Filter and/or FX for players. Option to switch back to the level default or ignore changing one of the FX. Use this to turn off FX when going inside of buildings or just change them for effect.
    • Switch: Interactive – Enable/disable the interactivity of a switch
    • Sound: Play – Plays a sound for all or specific Player
    • Physics: Set – Change the physics of objects!
    • Nav Marker: Change – Add or remove Nav Markers on for specific players on specific objects. Options to change the noun/verb text, color, and display distance.
    • Spawn Order: Change – Change the spawn order on an object or player. Changing on players will make them only use spawn points with the same spawn order. For objects you can use this as another piece of filtering criteria in scripts.
    • Label: Change – Add or remove labels on objects/players at run time. Another great tool for identifying/filtering things at runtime based on gameplay events.
  • New Screen Filters – Useful filters for enhancing the visual theme of your levels
    • Heat Distortion, Under Water, and Infected Flood
  • New Screen FX – New screen effect
    • Bubbles – who doesn’t need bubbles!
  • File Recovery – The Recovery feature from Halo 5 Forge PC has been brought into the Xbox One
    • Creates an auto-save of your map when disconnected from the server (crashed or exited quickly otherwise).
    • When starting a Forge session you will be presented with an option to work on the version they saved previously or pickup with the auto-saved server version.
  • Machinima Mode – Enabled Machinima Mode when in Forge. Great for taking screenshots of your level or prefabs without having to use a camera or go into theater mode.
  • New Material Overlays
    • Shellac – Make your object look like it’s covered in thick plastic resin
    • Emissive – Make your objects glow in the dark (w/ adjustable brightness)
    • Blend Control – Change settings to control how light or heavy the grime and/or frost looks on an object
  • {RESET MAP STATE} Map Option – Restores objects states, clears, variables, etc.
  • Custom Games – Some enhancements to the custom game settings
    • Spawn in Vehicle – Custom game settings now include the option to spawn into vehicles
    • All Weapons in Loadouts – All the weapons in Forge can now be equipped as primary and secondary weapons in Custom Games
    • Max Players – Set the max players for your lobby
    • Allow Observers – Allow/disallow people to watch your session
    • Privacy – Make your session private or public for others to join
    • Minigame – A simple mode for building your own custom game modes in.
      • Four trait slot options can be setup and triggered with the Forge scripting
      • Options to enable/disable objects minigame:object labeled objects in Forge
      • NOTE: In this mode when playing a Team based game, player scores do not contribute to the team score. This is intentional to allow for a wider variety of custom gameplay experiences. Through scripting it is possible to convert player score into team score though.

Tweaks and Changes:

  • Van prop got more baller and supports 3 colors!
  • Disabled tertiary from fo_accent_heavy_support_12x21x9_a.crate since it’s not supposed to have it
  • Lighting on the “Beacon” light fixture was pointing to the side, not down. Fixed
  • Added change colors to some of the objects that are hidden at play time to help with level organization
    • Invisible Grav Lift, Teleporters, Sounds, light, and wall/block/projectile invisible blockers
  • Things like sounds, fx, decals, blockers, etc. can now be set to normal physics so that they work with vehicle welding (amongst other fun uses)
  • Fixed script timer issue
  • Fixed to translate actions in certain physics modes
  • Fix/improvements to boundaries on objects
  • Fixed a problem where objects would be deleted from the map if they didn’t have respawn settings
  • Team blockers now work vs. infected!
  • A number of reset action fixes
  • Improvements to placement code, should prevent trying to place objects in the air
  • Added option to force spawn to prevent objects not spawning when things are nearby
  • Reworked the reset action to be more clear with resetting velocity or not
  • Made sound emitter 50% smaller to make it easier to hide for welding to vehicles, etc.
  • Changed materials on Script Brains to make them a little easier to see their colors
  • Breakout pillars had secondary color enabled on them for color change
  • Removed FX from invisible 2 way teleporter which was eating budget
  • Many of the script properties have more steps of precision allowing for better tuning
  • Added more reference colors; User 4-9 and Objective: Primary & Secondary
  • Added new label types:
    • User labels for helping you mark and manipulate objects through script
    • Minigame: include/exclude to allow/deny objects for mini-game mode
    • Five minigame: object labels
    • Forge: Include lets the object only be available in Forge; great for debug terminals and tools you only want when Forging

Known Issues:

Note: These are some of the known issues we ran into while finishing this update. For now work around these issues and we will look to fix them in a future patch.

  • Using Number: Check script condition to compare Team vs Team numbers will always pass the condition test
    • Example: (Team Red Alpha = -1 equal Team Blue Golf = 1) will still pass. 🙁
  • Saving a prefab out within Forge will make the map save functionality stop working. Either save beforehand or you can use Save As on the map to save it out instead
  • Something in minigame scripting is causing players to switch to the FOTUS armor which often in turn causes a brief hitch while it loads in
  • Nav Markers sometimes/randomly will pick up additional nav markers from the map and put them in their center
  • Destroying objects in a group (scripted or destructible) will make the object unelectable; we looked into fixing this a lot but with the way groups were architected it’s not feasible to make a permanent fix for this in H5 timeframe
    • As a stop gap we will now remove these “orphaned” objects when you save your map
    • Our suggestion, albeit not a perfect work around, is to save before destroying/despawning objects in your groups before testing them and after reloading
    • We’re looking at possibly something else to “help” but it will be another Band-Aid at best for H5

New Assets:

  • Gameplay> Weapons>
    • SMG [sound dampener]
    • SMG [advance sight]
    • SMG [Covenant sight]
    • SMG [morph sight]
    • SMG [threat marker]
    • Assault Rifle [sound dampener]
    • Assault Rifle [advance sight]
    • Assault Rifle [Covenant sight]
    • Assault Rifle [morph sight]
    • Assault Rifle [threat marker]
    • Battle Rifle [sound dampener]
    • Battle Rifle [advance sight]
    • Battle Rifle [Covenant sight]
    • Battle Rifle [morph sight]
    • Battle Rifle [threat marker]
    • DMR [sound dampener]
    • DMR [advance sight]
    • DMR [Covenant sight]
    • DMR [morph sight]
    • DMR [threat marker]
    • Grenade Launcher [reach]
    • Grenade Launcher [pro pipe]
    • Sentinel Beam [safeguard]
  • Gameplay> Power-ups> Scriptable>
    • Power-Up: Scriptable [generic]
    • Power-Up: Scriptable [speed boost]
    • Power-Up: Scriptable [active camo]
    • Power-Up: Scriptable [damage boost]
    • Power-Up: Scriptable [overshield]
  • Gameplay> Vehicles> Type> Land>
    • Mongoose: Scout [invisible]
    • Mongoose: Gungoose [invisible]
    • Warthog: Chaingun [invisible]
    • Warthog: Gauss [invisible]
    • Warthog: Rocket [invisible]
    • Warthog: Scout [invisible]
    • Warthog: Chaingun [invisible; rally]
    • Scorpion [invisible]
    • Mantis [invisible]
    • Ghost [invisible]
    • Wraith [anti-air]
    • Wraith [invisible]
  • Gameplay> Vehicles> Type> Air>
    • Wasp [oni]
    • Wasp [hannibal]
    • Wasp [invisible]
    • Banshee [invisible]
    • Phaeton [invisible]
    • Gameplay> Game Modes> CTF>
      • Flag [only]
  • Gameplay> Game Modes> Ball>
    • Ball [only]
  • Structures> Accents> Wall>
    • Accent: Wall [2x20x16; boxes & pipes]
    • Accent: Wall [3x2x5; meter]
    • Accent: Wall [10x2x6; chute]
  • Structures> Accents> Trims> Sangheili>
    • Trim: Sangheili [2x4x4; a]
    • Trim: Sangheili [2x4x4; b]
    • Trim: Sangheili [2x8x4; a]
    • Trim: Sangheili [2x8x4; b]
    • Trim: Sangheili [2x16x4; a]
    • Trim: Sangheili [2x16x4; b]
    • Trim: Sangheili [2x32x4; a]
    • Trim: Sangheili [2x32x4; b]
    • Trim: Sangheili [2x64x4; a]
    • Trim: Sangheili [2x64x4; b]
  • Structures> Accents> Doors>
    • Accent: Door [1x4x9]
    • Accent: Door [1x22x12]
    • Accent: Door [2x7x9.5; frame]
    • Accent: Door [2x24x14; frame]
  • Structures> Accents> Sangheili> Tents>
    • Accent [43x40x24; sangheili; tent]
  • Structures> Accents> Sangheili> Pillars>
    • Accent [4x12x48; sangheili; pillar]
    • Accent [9x24x95; sangheili; pillar]
  • Structures> Accents> Sangheili> Entrances>
    • Accent [16x2x26; sangheili; entrance; capstone]
    • Accent [20x6x26; sangheili; entrance; keyhole]
    • Accent [24x12x48; sangheili; entrance]
    • Accent [32x4x52; sangheili; entrance; capstone]
    • Accent [40x12x52; sangheili; entrance; keyhole]
    • Accent [48x24x95; sangheili; entrance]
  • Structures> Accents> Sangheili> Sculptures>
    • Accent [10x18x41; sangheili; sculpture]
  • Structures> Accents> Forerunner> Platforms>
    • Accent [11x12x2; Forerunner; platform]
  • Structures> Accents> Forerunner> Cover>
    • Accent [10x4x8; Forerunner; cover]
  • Structures> Accents> Forerunner> Clips>
    • Accent [7x48x15; Forerunner; clip]
    • Accent [72x25x48; Forerunner; clip]
  • Structures> Accents> Forerunner> Pylons>
    • Accent [28x16x82; Forerunner; pylon]
    • Accent [46x46x214; Forerunner; pylon]
  • Structures> Accents> Forerunner> Arches>
    • Accent [18x140x130; Forerunner; arch]
  • Structures> Accents> Forerunner> Animated>
    • Accent [34x24x12; Forerunner; energy-bore; animated]
  • Props> Animated> Pistons>
    • Piston [28x28x60; forge; large]
  • Structures> Destructible>
    • Accent: Destructible [2x9x10; wall; vent]
    • Accent: Destructible [3x14x16; door]
    • Accent: Destructible [3x40x22; wall]
    • Accent: Destructible [4x20x22; wall; vent]
    • Accent: Destructible [18x14x2; floor; vent]
    • Accent: Destructible [18x18x1; floor]
    • Accent: Destructible [34x34x4; floor]
  • Primitives> Blocks>
    • Block [10x10x10]
    • Block [10x20x10]
    • Block [10x20x5]
    • Block [20x20x10]
    • Block [20x20x5]
    • Block [5x10x10]
    • Block [5x5x10]
    • Block [5x5x20]
    • Block [5x5x5]
  • Primitives> Triangles> ”Pyramoids”>
    • Pyramoid [single; 8x8x8]
    • Pyramoid [duo; 8x16x8]
    • Pyramoid [quad; 16x16x8]
    • Pyramoid [block; pair; 8x16x8]
    • Pyramoid [block; large; 16x16x16]
    • Pyramoid [shape; platform; 32x32x8]
    • Pyramoid [shape; ramp; 32x32x16]
  • Natural> Plants> Flowers>
    • Plant: Flowers [1x3x6; red; green]
    • Plant: Flowers [2x2x6; red; green]
    • Plant: Flowers [2x4x5; red; green]
    • Plant: Flowers [1x1x1; pink; green; a]
    • Plant: Flowers [1x1x1; pink; green; b]
    • Plant: Flowers [5x5x1; pink; green]
    • Plant: Flowers [1x1x2; tall; green]
    • Plant: Flowers [1x2x5; tall; green]
    • Plant: Flowers [3x2x9; tall; green]
  • Natural> Plants> Bushes>
    • Plant: Bush [2x3x4; shrub; green]
    • Plant: Bush [3x4x7; shrub; green]
  • Natural> Plants> Vines>
    • Plant: Vine [2x6x13; green]
    • Plant: Vine [3x7x13; green]
    • Plant: Vine [4x8x12; green]
    • Plant: Vine [15x4x20; green]
    • Plant: Vine [6x9x30; green]
    • Plant: Vine [23x13x40; green]
  • Natural> Terrain> Flats>
    • Terrain: Flat [16x10x2; barrens]
    • Terrain: Flat [32x20x2; barrens]
    • Terrain: Flat [64x40x4; barrens]
    • Terrain: Flat [118x73x13; barrens]
    • Terrain: Flat [238x180x24; barrens]
    • Terrain: Flat [325x251x32; barrens]
  • Natural> Terrain> Ramps>
    • Terrain: Ramp [23x26x6; barrens]
    • Terrain: Ramp [46x52x11; barrens]
    • Terrain: Ramp [93x104x23; barrens]
    • Terrain: Ramp [187x209x46; barrens]
    • Terrain: Ramp [311x348x77; barrens]
  • Natural> Terrain> Banks>
    • Terrain: Bank [32x58x11; barrens]
    • Terrain: Bank [65x116x23; barrens]
    • Terrain: Bank [131x232x46; barrens]
    • Terrain: Bank [212x382x76; barrens]
  • Natural> Terrain> Slope-Helper>
    • Terrain: Slope Helper [19x30x16; barrens]
    • Terrain: Slope Helper [38x61x31; barrens]
    • Terrain: Slope Helper [76x122x62; barrens]
    • Terrain: Slope Helper [153x245x125; barrens]
    • Terrain: Slope Helper [237x425x225; barrens]
  • Natural> Terrain> Hills>
    • Terrain: Hill/Bowl [73x53x15; barrens]
    • Terrain: Hill/Bowl [147x106x29; barrens]
    • Terrain: Hill/Bowl [244x176x49; barrens]
    • Terrain: Hill/Bowl [354x255x70; barrens]
  • Natural> Terrain> Bowls>
    • Terrain: Bowl/Hill [73x53x15; barrens]
    • Terrain: Bowl/Hill [147x106x29; barrens]
    • Terrain: Bowl/Hill [244x176x49; barrens]
    • Terrain: Bowl/Hill [354x255x70; barrens]
  • Natural> Terrain> Golf>
    • Terrain: Golf Hole [58x58x6; barrens]
  • Natural> Rocks> Flats>
    • Rock: Flat [16x10x2; barrens]
    • Rock: Flat [32x20x2; barrens]
    • Rock: Flat [64x40x4; barrens]
  • Natural> Rocks> Chunks>
    • Rock: Chunk [23x22x16; barrens]
    • Rock: Chunk [23x24x17; barrens]
    • Rock: Chunk [25x27x21; barrens]
    • Rock: Chunk [30x36x27; barrens]
    • Rock: Chunk [37x52x25; barrens]
    • Rock: Chunk [46x44x32; barrens]
    • Rock: Chunk [44x80x53; barrens]
    • Rock: Chunk [47x89x51; barrens]
    • Rock: Chunk [84x108x33; barrens]
    • Rock: Chunk [92x88x63; barrens]
    • Rock: Chunk [87x214x78; barrens]
    • Rock: Chunk [116x131x70; barrens]
    • Rock: Chunk [127x161x73; barrens]
    • Rock: Chunk [114x120x157; barrens]
    • Rock: Chunk [111x223x93; barrens]
    • Rock: Chunk [147x150x449; barrens]
    • Rock: Chunk [260x313x223; barrens]
    • Rock: Chunk [272x154x425; barrens]
  • Natural> Rocks> Cliffs>
    • Terrain: Cliff [120x31x81; barrens]
    • Terrain: Cliff [221x55x151; barrens]
  • Natural> Rocks> Arches>
    • Rock: Arch [60x72x65; barrens]
    • Rock: Arch [101x141x130; barrens]
  • Natural> Rocks> Columns>
    • Rock: Column [25x38x51; barrens]
    • Rock: Column [51x69x102; barrens]
  • Natural> Rocks> Arrangements>
    • Rock: Arrangement [24x23x21; barrens]
    • Rock: Arrangement [21x48x20; barrens]
  • Natural> Rocks> Boulders>
    • Rock: Boulder [5x5x5; barrens]
    • Rock: Boulder [8x8x8; barrens]
    • Rock: Boulder [15x15x15; barrens]
    • Rock: Boulder [30x30x30; barrens]
  • Natural> Rocks> Destructibles>
    • Rock: Destructible [1x3x3; barrens; stalactite]
    • Rock: Destructible [1x3x7; barrens; stalactite]
    • Rock: Destructible [2x6x9; barrens; stalactite]
    • Rock: Destructible [2x6x10; barrens; stalactite]
    • Rock: Destructible [2x8x9; barrens; stalactite]
    • Rock: Destructible [2x8x14; barrens; stalactite]
    • Rock: Destructible [4x17x27; barrens; wall]
    • Rock: Destructible [7x32x45; barrens; wall]
  • Natural> Plants> Vines>
    • Plant: Vine [2x6x13; dry]
    • Plant: Vine [3x7x13; dry]
    • Plant: Vine [4x8x12; dry]
    • Plant: Vine [15x4x20; dry]
    • Plant: Vine [6x9x30; dry]
    • Plant: Vine [23x13x40; dry]
  • Natural> Plants> Aloe>
    • Plant: Aloe [2x2x1; green]
    • Plant: Aloe [3x3x1; green]
    • Plant: Aloe [8x8x1; green]
  • Natural> Plants> Agave>
    • Plant: Agave [2x2x1; green]
    • Plant: Agave [3x3x1; green]
    • Plant: Agave [4x4x1; green]
  • Natural> Rocks> Destructibles>
    • Rock: Destructible [1x3x3; glacier; stalactite]
    • Rock: Destructible [1x3x7; glacier; stalactite]
    • Rock: Destructible [2x6x9; glacier; stalactite]
    • Rock: Destructible [2x6x10; glacier; stalactite]
    • Rock: Destructible [2x8x9; glacier; stalactite]
    • Rock: Destructible [2x8x14; glacier; stalactite]
    • Rock: Destructible [4x17x27; glacier; wall]
    • Rock: Destructible [7x32x45; glacier; wall]
  • Natural> Plants> Vines>
    • Plant: Vine [2x6x13; snowy]
    • Plant: Vine [3x7x13; snowy]
    • Plant: Vine [4x8x12; snowy]
    • Plant: Vine [15x4x20; snowy]
    • Plant: Vine [6x9x30; snowy]
    • Plant: Vine [23x13x40; snowy]
  • Natural> Plants> Blooms>
    • Plant: Bloom [2x2x3; alien; snowy]
    • Plant: Bloom [4x3x5; alien; snowy]
    • Plant: Bloom [5x5x7; alien; snowy]
  • Natural> Plants> Pods>
    • Plant: Pod [8x5x4; alien; snowy]
    • Plant: Pod [8x10x2; alien; snowy]
    • Plant: Pod [7x8x4; alien; snowy]
  • Natural> Plants> Funnels>
    • Plant: Funnel [1x2x2; alien; snowy]
    • Plant: Funnel [4x2x3; alien; snowy]
    • Plant: Funnel [4x8x3; alien; snowy]
    • Plant: Funnel [6x6x4; alien; snowy]
    • Plant: Funnel [8x8x8; alien; snowy]
  • Natural> Trees> Full>
    • Tree: Full [4x3x11; fractal; snowy]
    • Tree: Full [5x7x12; fractal; snowy]
    • Tree: Full [8x8x18; fractal; snowy]
    • Tree: Full [28x36x26; fractal; snowy]
    • Tree: Full [35x30x20; sprawling; snowy]
    • Tree: Full [40x25x20; sprawling; snowy]
    • Tree: Full [35x30x35; sprawling; snowy]
    • Tree: Full [43x43x38; fractal; snowy]
  • Natural> Terrain> Flats>
    • Terrain: Flat [16x10x2; depths]
    • Terrain: Flat [32x20x2; depths]
    • Terrain: Flat [64x40x4; depths]
    • Terrain: Flat [118x73x13; depths]
    • Terrain: Flat [238x180x24; depths]
    • Terrain: Flat [325x251x32; depths]
  • Natural> Terrain> Ramps>
    • Terrain: Ramp [23x26x6; depths]
    • Terrain: Ramp [46x52x11; depths]
    • Terrain: Ramp [93x104x23; depths]
    • Terrain: Ramp [187x209x46; depths]
    • Terrain: Ramp [311x348x77; depths]
  • Natural> Terrain> Banks>
    • Terrain: Bank [32x58x11; depths]
    • Terrain: Bank [65x116x23; depths]
    • Terrain: Bank [131x232x46; depths]
    • Terrain: Bank [212x382x76; depths]
  • Natural> Terrain> Slope-Helper>
    • Terrain: Slope Helper [19x30x16; depths]
    • Terrain: Slope Helper [38x61x31; depths]
    • Terrain: Slope Helper [76x122x62; depths]
    • Terrain: Slope Helper [153x245x125; depths]
    • Terrain: Slope Helper [237x425x225; depths]
  • Natural> Terrain> Hills>
    • Terrain: Hill/Bowl [73x53x15; depths]
    • Terrain: Hill/Bowl [147x106x29; depths]
    • Terrain: Hill/Bowl [244x176x49; depths]
    • Terrain: Hill/Bowl [354x255x70; depths]
  • Natural> Terrain> Bowls>
    • Terrain: Bowl/Hill [73x53x15; depths]
    • Terrain: Bowl/Hill [147x106x29; depths]
    • Terrain: Bowl/Hill [244x176x49; depths]
    • Terrain: Bowl/Hill [354x255x70; depths]
  • Natural> Terrain> Golf>
    • Terrain: Golf Hole [58x58x6; depths]
  • Natural> Plants> Kelp>
    • Plant: Kelp [1x1x10; green]
    • Plant: Kelp [1x2x15; green]
    • Plant: Kelp [2x3x20; green]
  • Natural> Plants> Whisps>
    • Plant: Whisps [6x7x15; alien; natural]
    • Plant: Whisps [12x6x18; alien; natural]
    • Plant: Whisps [12x8x16; alien; natural]
  • Natural> Plants> Melons>
    • Plant: Melon [3x3x2; alien; natural]
    • Plant: Melon [5x5x3; a; alien; natural]
    • Plant: Melon [5x5x3; b; alien; natural]
  • Natural> Plants> Blooms>
    • Plant: Bloom [2x2x3; alien; natural]
    • Plant: Bloom [4x3x5; alien; natural]
    • Plant: Bloom [5x5x7; alien; natural]
  • Natural> Plants> Pods>
    • Plant: Pod [8x5x4; alien; natural]
    • Plant: Pod [8x10x2; alien; natural]
    • Plant: Pod [7x8x4; alien; natural]
  • Natural> Plants> Funnels>
    • Plant: Funnel [1x2x2; alien; natural]
    • Plant: Funnel [4x2x3; alien; natural]
    • Plant: Funnel [4x8x3; alien; natural]
    • Plant: Funnel [6x6x4; alien; natural]
    • Plant: Funnel [8x8x8; alien; natural]
  • Natural> Trees> Full>
    • Tree: Full [4x3x11; fractal; natural]
    • Tree: Full [5x7x12; fractal; natural]
    • Tree: Full [8x8x18; fractal; natural]
    • Tree: Full [28x36x26; fractal; natural]
    • Tree: Full [35x30x20; sprawling; natural]
    • Tree: Full [40x25x20; sprawling; natural]
    • Tree: Full [35x30x35; sprawling; natural]
    • Tree: Full [43x43x38; fractal; natural]
  • Props> Cargo> Classic>
    • Cargo Container: Classic [22x22x22; closed]
    • Cargo Container: Classic [22x22x22; open]
    • Cargo Container: Classic [22x40x22; closed]
    • Cargo Container: Classic [22x40x22; open]
    • Cargo Container: Classic [1x20x21; door]
  • Props> Exploding>
    • Land Mine: Anti-Infantry [4x4x1; UNSC; automatic]
    • Land Mine: Anti-Infantry [4x4x1; UNSC; scriptable]
    • Land Mine: Anti-Vehicle [5x5x1; UNSC; automatic]
    • Land Mine: Anti-Vehicle [5x5x1; UNSC; scriptable]
  • Props> Destructible> Creature Tank>
    • Creature Tank [11x20x8]
  • Props> Creatures / Characters> Crabs>
    • ”Kevin” the Crabby Crustacean [4x4x2; toy]
    • ”Kevin” the Crabby Crustacean [8x8x3; toy]
    • ”Kevin” the Crabby Crustacean [16x16x6; toy]
    • ”Kevin” the Crabby Crustacean [32x32x12; toy]
  • Props> Vehicles> Phantom>
    • Phantom [103x66x32; open]
    • Phantom [20x08x06; chin; cover]
    • Phantom [09x04x04; chin; gun]
    • Phantom [13x04x11; side; left; front]
    • Phantom [13x04x11; side; right; front]
    • Phantom [10x05x11; side; left; middle]
    • Phantom [10x05x11; side; right; middle]
    • Phantom [15x05x11; side; left; rear]
    • Phantom [15x05x11; side; right; rear]
    • Phantom [12x10x01; belly; hatch]
    • Phantom [06x12x10; rear; top]
    • Phantom [03x08x09; rear; left]
    • Phantom [03x08x09; rear; right]
  • Props> Vehicles> Civilian>
    • Truck [34x16x16; prop]
    • Van [22x10x10; unicorn; prop]
  • Props> Vehicles> Vehicle Launchers>
    • Wernecke Wrecker [30x26x16; standard]
    • Wernecke Wrecker [30x26x16; script-able]
  • Props> Sports> Golf>
    • Golf: Ball [4.5×4.5×4.5; heavy]
  • Props> Construction> Tools>
    • Tool [1x2x1; drill; small]
    • Tool [1x2x1; drill; large]
    • Tool [1x2x1; nailgun; small]
    • Tool [1x2x1; nailgun; large]
    • Tool [1x2x1; saw]
  • Props> Construction> Pipes> Covers>
    • Pipe: Crouching [7x1x7; rebar; destructible]
    • Pipe: Standing [10x1x10; rebar; destructible]
  • Props> Construction> Vents> Covers>
    • Vent [1x6x6; cover; destructible]
  • Props> Sangheili> Fire Pit>
    • Fire Pit [9x9x5]
  • Props> Sangheili> Console>
    • Console [5x5x5]
  • Props> Sangheili> Banners>
    • Banner [1x18x60]
    • Banner [3x16x60]
    • Banner [3x20x48]
    • Banner [8x16x42]
  • Props> Sangheili> Statues>
    • Statue [6x6x19]
    • Statue [12x12x38]
  • Props> Urban> Seats>
    • Seat [4x2x4; single]
    • Seat [4x6x4; double]
  • Props> Urban> Streets>
    • Traffic Light [2x30x34]
  • Props> Urban> Gates>
    • Shop Gate [1x10x18]
  • Props> Urban> Billboards>
    • Billboard [1x128x64; vehicle; huciv]
    • Billboard [1x128x64; burger; ground pounder]
    • Billboard [1x128x64; burger; space elevator]
    • Billboard [1x128x64; movie; chief]
    • Billboard [1x128x64; cola; gauss]
    • Billboard [1x128x64; crates; low rates]
    • Billboard [1x128x64; griffball; t vs. o]
    • Billboard [1x128x64; injury law]
    • Billboard [1x128x64; reach; escape]
  • Props> Grid> Size> 8′>
    • Grid: 1x [8×8]
    • Grid: 2x [16×16]
    • Grid: 5x [40×40]
    • Grid: 10x [80×80]
    • Grid: 20x [160×160]
  • Props> Animated> Pistons>
    • Piston [16x16x33; forge; tiny]
    • Piston [20x20x44; forge; small]
    • Piston [26x26x60; forge; medium]
  • Extras> Lighting> Fixtures>
    • Light Fixture [1x1x1; sangheili; insert; a]
    • Light Fixture [1x1x1; sangheili; insert; b]
    • Light Fixture [1x1x1; construction; floor]
    • Light Fixture [2x2x1; Forerunner; insert; a]
    • Light Fixture [4x2x4; Forerunner; insert; b]
  • Extras> Decals> Letters>
    • Decal: Letter [a; 2×2]
    • Decal: Letter [b; 2×2]
    • Decal: Letter [c; 2×2]
    • Decal: Letter [d; 2×2]
  • Extras> Decals> Numbers>
    • Decal: Number [0; 2×3]
    • Decal: Number [1; 2×3]
    • Decal: Number [2; 2×3]
    • Decal: Number [3; 2×3]
    • Decal: Number [4; 2×3]
    • Decal: Number [5; 2×3]
    • Decal: Number [6; 2×3]
    • Decal: Number [7; 2×3]
    • Decal: Number [8; 2×3]
    • Decal: Number [9; 2×3]
  • Extras> Decals> Covenant Glyphs>
    • Decal: Glyph [2×2; Covenant; standard; whole]
    • Decal: Glyph [4×4; Covenant; standard; whole]
    • Decal: Glyph [2×2; Covenant; standard; notched]
    • Decal: Glyph [4×4; Covenant; standard; notched]
    • Decal: Glyph [2×2; Covenant; standard; hollow]
    • Decal: Glyph [4×4; Covenant; standard; hollow]
    • Decal: Glyph [2×2; Covenant; technical; whole]
    • Decal: Glyph [4×4; Covenant; technical; whole]
    • Decal: Glyph [2×2; Covenant; technical; notched]
    • Decal: Glyph [4×4; Covenant; technical; notched]
    • Decal: Glyph [2×2; Covenant; technical; hollow]
    • Decal: Glyph [4×4; Covenant; technical; hollow]
    • Decal: Glyph [2×2; Covenant; transitional; whole]
    • Decal: Glyph [4×4; Covenant; transitional; whole]
    • Decal: Glyph [2×2; Covenant; transitional; notched]
    • Decal: Glyph [4×4; Covenant; transitional; notched]
    • Decal: Glyph [2×2; Covenant; transitional; hollow]
    • Decal: Glyph [4×4; Covenant; transitional; hollow]
    • Decal: Glyph [2×2; Covenant; tick; 1]
    • Decal: Glyph [4×4; Covenant; tick; 1]
    • Decal: Glyph [2×2; Covenant; tick; 2]
    • Decal: Glyph [4×4; Covenant; tick; 2]
    • Decal: Glyph [2×2; Covenant; tick; 3]
    • Decal: Glyph [4×4; Covenant; tick; 3]
  • Extras> Decals> Sangheili>
    • Decal: Sangheili [4×4; hieroglyph; blades]
    • Decal: Sangheili [4×4; hieroglyph; ring]
    • Decal: Sangheili [4×4; hieroglyph; swords]
    • Decal: Sangheili [4×4; hieroglyph; points]
    • Decal: Sangheili [4×4; hieroglyph; eye]
    • Decal: Sangheili [4×4; hieroglyph; phantom]
    • Decal: Sangheili [4×4; hieroglyph; mask]
    • Decal: Sangheili [4×4; hieroglyph; elite]
    • Decal: Sangheili [4×4; hieroglyph; prophet]
    • Decal: Sangheili [4×4; hieroglyph; harvest]
    • Decal: Sangheili [4×4; hieroglyph; twins]
    • Decal: Sangheili [4×4; hieroglyph; crouching]
    • Decal: Sangheili [4×4; hieroglyph; needler]
    • Decal: Sangheili [4×4; hieroglyph; demon]
    • Decal: Sangheili [4×4; hieroglyph; sword & shapes]
    • Decal: Sangheili [4×4; hieroglyph; warden]
    • Decal: Sangheili [4×4; hieroglyph; spheres]
    • Decal: Sangheili [4×4; hieroglyph; helmet]
    • Decal: Sangheili [4×4; hieroglyph; bird]
    • Decal: Sangheili [4×4; hieroglyph; bush]
    • Decal: Sangheili [4×4; hieroglyph; headdress]
    • Decal: Sangheili [4×4; hieroglyph; cryptum]
    • Decal: Sangheili [4×4; hieroglyph; vines]
    • Decal: Sangheili [4×4; hieroglyph; guardian]
  • Extras> FX> Beams: Light>
    • FX: Beam: Light [full; white; 4×8]
    • FX: Beam: Light [full; red; 4×8]
    • FX: Beam: Light [full; purple; 4×8]
    • FX: Beam: Light [full; blue; 4×8]
    • FX: Beam: Light [full; green; 4×8]
    • FX: Beam: Light [full; yellow; 4×8]
    • FX: Beam: Light [full; orange; 4×8]
    • FX: Beam: Light [full; white; 4×16]
    • FX: Beam: Light [full; red; 4×16]
    • FX: Beam: Light [full; purple; 4×16]
    • FX: Beam: Light [full; blue; 4×16]
    • FX: Beam: Light [full; green; 4×16]
    • FX: Beam: Light [full; yellow; 4×16]
    • FX: Beam: Light [full; orange; 4×16]
    • FX: Beam: Light [full; white; 4×32]
    • FX: Beam: Light [full; red; 4×32]
    • FX: Beam: Light [full; purple; 4×32]
    • FX: Beam: Light [full; blue; 4×32]
    • FX: Beam: Light [full; green; 4×32]
    • FX: Beam: Light [full; yellow; 4×32]
    • FX: Beam: Light [full; orange; 4×32]
    • FX: Beam: Light [fade; white; 4×16]
    • FX: Beam: Light [fade; red; 4×16]
    • FX: Beam: Light [fade; purple; 4×16]
    • FX: Beam: Light [fade; blue; 4×16]
    • FX: Beam: Light [fade; green; 4×16]
    • FX: Beam: Light [fade; yellow; 4×16]
    • FX: Beam: Light [fade; orange; 4×16]
    • FX: Beam: Light [full; white; 8×8]
    • FX: Beam: Light [full; red; 8×8]
    • FX: Beam: Light [full; purple; 8×8]
    • FX: Beam: Light [full; blue; 8×8]
    • FX: Beam: Light [full; green; 8×8]
    • FX: Beam: Light [full; yellow; 8×8]
    • FX: Beam: Light [full; orange; 8×8]
    • FX: Beam: Light [full; white; 8×16]
    • FX: Beam: Light [full; red; 8×16]
    • FX: Beam: Light [full; purple; 8×16]
    • FX: Beam: Light [full; blue; 8×16]
    • FX: Beam: Light [full; green; 8×16]
    • FX: Beam: Light [full; yellow; 8×16]
    • FX: Beam: Light [full; orange; 8×16]
    • FX: Beam: Light [full; white; 8×32]
    • FX: Beam: Light [full; red; 8×32]
    • FX: Beam: Light [full; purple; 8×32]
    • FX: Beam: Light [full; blue; 8×32]
    • FX: Beam: Light [full; green; 8×32]
    • FX: Beam: Light [full; yellow; 8×32]
    • FX: Beam: Light [full; orange; 8×32]
    • FX: Beam: Light [fade; white; 8×16]
    • FX: Beam: Light [fade; red; 8×16]
    • FX: Beam: Light [fade; purple; 8×16]
    • FX: Beam: Light [fade; blue; 8×16]
    • FX: Beam: Light [fade; green; 8×16]
    • FX: Beam: Light [fade; yellow; 8×16]
    • FX: Beam: Light [fade; orange; 8×16]
  • Extras> FX> Beams: Plasma>
    • FX: Beam: Plasma [full; white; 4×8]
    • FX: Beam: Plasma [full; red; 4×8]
    • FX: Beam: Plasma [full; purple; 4×8]
    • FX: Beam: Plasma [full; blue; 4×8]
    • FX: Beam: Plasma [full; green; 4×8]
    • FX: Beam: Plasma [full; yellow; 4×8]
    • FX: Beam: Plasma [full; orange; 4×8]
    • FX: Beam: Plasma [full; white; 4×16]
    • FX: Beam: Plasma [full; red; 4×16]
    • FX: Beam: Plasma [full; purple; 4×16]
    • FX: Beam: Plasma [full; blue; 4×16]
    • FX: Beam: Plasma [full; green; 4×16]
    • FX: Beam: Plasma [full; yellow; 4×16]
    • FX: Beam: Plasma [full; orange; 4×16]
    • FX: Beam: Plasma [full; white; 4×32]
    • FX: Beam: Plasma [full; red; 4×32]
    • FX: Beam: Plasma [full; purple; 4×32]
    • FX: Beam: Plasma [full; blue; 4×32]
    • FX: Beam: Plasma [full; green; 4×32]
    • FX: Beam: Plasma [full; yellow; 4×32]
    • FX: Beam: Plasma [full; orange; 4×32]
    • FX: Beam: Plasma [fade; white; 4×16]
    • FX: Beam: Plasma [fade; red; 4×16]
    • FX: Beam: Plasma [fade; purple; 4×16]
    • FX: Beam: Plasma [fade; blue; 4×16]
    • FX: Beam: Plasma [fade; green; 4×16]
    • FX: Beam: Plasma [fade; yellow; 4×16]
    • FX: Beam: Plasma [fade; orange; 4×16]
    • FX: Beam: Plasma [full; white; 8×8]
    • FX: Beam: Plasma [full; red; 8×8]
    • FX: Beam: Plasma [full; purple; 8×8]
    • FX: Beam: Plasma [full; blue; 8×8]
    • FX: Beam: Plasma [full; green; 8×8]
    • FX: Beam: Plasma [full; yellow; 8×8]
    • FX: Beam: Plasma [full; orange; 8×8]
    • FX: Beam: Plasma [full; white; 8×16]
    • FX: Beam: Plasma [full; red; 8×16]
    • FX: Beam: Plasma [full; purple; 8×16]
    • FX: Beam: Plasma [full; blue; 8×16]
    • FX: Beam: Plasma [full; green; 8×16]
    • FX: Beam: Plasma [full; yellow; 8×16]
    • FX: Beam: Plasma [full; orange; 8×16]
    • FX: Beam: Plasma [full; white; 8×32]
    • FX: Beam: Plasma [full; red; 8×32]
    • FX: Beam: Plasma [full; purple; 8×32]
    • FX: Beam: Plasma [full; blue; 8×32]
    • FX: Beam: Plasma [full; green; 8×32]
    • FX: Beam: Plasma [full; yellow; 8×32]
    • FX: Beam: Plasma [full; orange; 8×32]
    • FX: Beam: Plasma [fade; white; 8×16]
    • FX: Beam: Plasma [fade; red; 8×16]
    • FX: Beam: Plasma [fade; purple; 8×16]
    • FX: Beam: Plasma [fade; blue; 8×16]
    • FX: Beam: Plasma [fade; green; 8×16]
    • FX: Beam: Plasma [fade; yellow; 8×16]
    • FX: Beam: Plasma [fade; orange; 8×16]
  • Extras> FX> Glows>
    • FX: Glow [white; 4×4]
    • FX: Glow [red; 4×4]
    • FX: Glow [purple; 4×4]
    • FX: Glow [blue; 4×4]
    • FX: Glow [green; 4×4]
    • FX: Glow [yellow; 4×4]
    • FX: Glow [orange; 4×4]
    • FX: Glow [white; 8×8]
    • FX: Glow [red; 8×8]
    • FX: Glow [purple; 8×8]
    • FX: Glow [blue; 8×8]
    • FX: Glow [green; 8×8]
    • FX: Glow [yellow; 8×8]
    • FX: Glow [orange; 8×8]
  • Extras> FX> Insects>
    • FX: Insects [orange; x-small]
    • FX: Insects [orange; small]
    • FX: Insects [orange; medium]
    • FX: Insects [orange; large]
  • Extras> FX> UNSC>
    • FX: Land Mine [blinker; red]
  • Extras> FX> Pelican>
      • FX: Pelican [UNSC; thruster; main]
      • FX: Pelican [UNSC; thruster; side]
      • FX: Pelican [UNSC; thruster; front]
      • FX: Pelican [UNSC; thruster; front-down]
      • FX: Pelican [UNSC; thruster; rear-down]
      • FX: Pelican [UNSC; thruster; rear-inner]
      • FX: Pelican [UNSC; thruster; rear-outer]
      • FX: Pelican [UNSC; thruster; rear-outer; idle]
      • FX: Pelican [UNSC; stabilizer]

    FX: Pelican [UNSC; contrial; wingtip] Extras> FX> Phantom>

    • FX: Phantom [Covenant; thruster; main]
    • FX: Phantom [Covenant; thruster; rear]
    • FX: Phantom [Covenant; contrial; wingtip]
  • Extras> FX> Barrens>
    • FX: Desert [dust-devil; 2×2]
    • FX: Desert [dust-devil; 4×4]
    • FX: Desert [dust-devil; 8×8]
    • FX: Desert [dust-devil; 16×16]
    • FX: Desert [drift; 2×2]
    • FX: Desert [drift; 2×4]
    • FX: Desert [drift; 2×8]
    • FX: Desert [drift; 2×16]
    • FX: Desert [drift; 2×32]
    • FX: Desert [drift; 4×4]
    • FX: Desert [drift; 4×8]
    • FX: Desert [drift; 4×16]
    • FX: Desert [drift; 4×32]
  • Extras> FX> Depths>
    • FX: Underwater [fish; x-small]
    • FX: Underwater [fish; small]
    • FX: Underwater [fish; medium]
    • FX: Underwater [fish; large]
    • FX: Underwater [bubbles; 2×2]
    • FX: Underwater [bubbles; 2×4]
    • FX: Underwater [bubbles; 2×8]
    • FX: Underwater [bubbles; 2×16]
    • FX: Underwater [bubbles; 2×32]
    • FX: Underwater [bubbles; 4×4]
    • FX: Underwater [bubbles; 4×8]
    • FX: Underwater [bubbles; 4×16]
    • FX: Underwater [bubbles; 4×32]
    • FX: Underwater [splashes; 2×2]
    • FX: Underwater [splashes; 2×4]
    • FX: Underwater [splashes; 2×8]
    • FX: Underwater [splashes; 2×16]
    • FX: Underwater [splashes; 4×4]
    • FX: Underwater [splashes; 4×8]
    • FX: Underwater [splashes; 4×16]
  • Extras> Sounds> Nature>
    • Sound: Nature [sandstorm]
    • Sound: Nature [sandstorm; metal]
  • Extras> Sounds> Water>
    • Sound: Water [bubbles; large]
    • Sound: Water [pulse]
    • Sound: Water [sonar ping]
  • Extras> Sounds> Animals>
    • Sound: Animal [birds; forest]
    • Sound: Animal [birds; lakeside]
    • Sound: Animal [birds; nightetime]
    • Sound: Animal [birds; tropical]
    • Sound: Animal [whale; underwater]
  • Extras> Sounds> Insects>
    • Sound: Insect [crickets; a]
    • Sound: Insect [crickets; b]
  • Extras> Scripting> Script Brains>
    • Script Brain [colorable]
  • Extras> Scripting> Targets> Square>
    • Target: Invisible [1×1; square]
    • Target: Invisible [2×2; square]
    • Target: Invisible [4×4; square]
    • Target: Invisible [8×8; square]
    • Target: Invisible [16×16; square]
    • Target: Invisible [32×32; square]
    • Target: Invisible [64×64; square]
  • Extras> Scripting> Targets> Round>
    • Target: Invisible [1×1; round]
    • Target: Invisible [2×2; round]
    • Target: Invisible [4×4; round]
    • Target: Invisible [8×8; round]
    • Target: Invisible [16×16; round]
    • Target: Invisible [32×32; round]
    • Target: Invisible [64×64; round]
  • Extras> Joints> Hinges>
    • Joint: Hinge [5x1x1; simple; pivot]
    • Joint: Hinge [6x2x2; simple; barrel]
    • Joint: Hinge [5x1x1; advanced; pivot]
    • Joint: Hinge [6x2x2; advanced; barrel]
  • Extras> Joints> Ball & Sockets>
    • Joint: Spherical [1x1x1; simple; ball]
    • Joint: Spherical [2x2x2; simple; cage]
    • Joint: Spherical [1x1x1; advanced; ball]
    • Joint: Spherical [2x2x2; advanced; cage]
  • Extras> Joints> Constraints>
    • Joint: Constraint [1x1x1; advanced; ball]
    • Joint: Constraint [1x2x2; advanced; flat]
    • Joint: Constraint [1x4x2; advanced; flat]
  • Extras> Joints> Concealers>
    • Joint: Concealer [2x2x2; block]
    • Joint: Concealer [4x4x4; block]
    • Joint: Concealer [8x8x8; block]
    • Joint: Concealer [16x16x16; block]
    • Joint: Concealer [8x8x8; cylinder]
    • Joint: Concealer [16x16x16; cylinder]
    • Joint: Concealer [2x2x2; pipe]
    • Joint: Concealer [2x4x2; pipe]
    • Joint: Concealer [2x8x2; pipe]
    • Joint: Concealer [2x16x2; pipe]
    • Joint: Concealer [2x32x2; pipe]

HALO 5: FORGE (WINDOWS 10) GENERAL NOTES

New / Updated Features:

  • I giocatori ora possono cercare ed unirsi a Partite Personalizzate in corso
  • Aggiunta l’opzione della risoluzione 5k (5120 x 2880)
  • Aggiunto un pulsante Schermo Intero nel Menu Opzioni
  • Aggiunta la possibilità di renderizzare ad un risoluzione più alta di quella del display nativo
  • Aggiunta una nuova lista di Gamertags selezionabili dal Menu Pausa
  • Aggiunta una nuova Variante Partita Minigame
  • Creata una versione giocabile della Mappa Tutorial (Test Site V)

Tweaks and Changes:

  • Miglioramenti della stabilità
    • Aggiustate le cause della instabilità in partita, inoltre è stata migliorata la stabilità per alcune specifiche configurazioni di PC
  • Aggiunte caratteristiche/migliorati Grafica
    • Un problema specifico per NVIDIA con l’effetto acqua è stato aggiustato,insieme ad un aggiustamento della luminosità AMD, aggiustati gli effetti di ombre, ed migliorate le prestazioni con l’uso di Razer CORE con GPU esterne
  • Migliorati i controlli con il mouse
    • Alcuni problemi che impattavano negativamente la sensibilità/mira del mouse sono stati aggiustati
  • Migliorati Globalizzazione/Localizzazione
    • Alcune stringe di testo che erano difficili da codificare sono ora state aggiornate correttamente con le diverse impostazioni di lingua
  • Aggiustato un problema che permetteva ai giocatori di vedere solamente 12 segnalibri
  • Aggiustato un problema con le impostazioni Modalità di Gioco che non persistevano quando si creavano copie

FORGE UPDATES

Per quanto riguarda i Contenuti della Fucina, vi rimandiamo all’articolo correlato.

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