Ghosts of Meridian steht zum Download bereit!

calberto

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Halo: Combat Evolved

Der März liegt zwar schon seit einigen Tagen hinter uns aber heute ist es endlich soweit, das fast 10GB schwere Halo 5 März-Update, Ghosts of Meridian, steht zum Download bereit!

Teil des Updates sind zwei brandneue Maps, die Warzone Map "Skirmish at Darkstar" und die Arena Karte "Tyrant".

h5 guardians arena tyrant map est wide cc1b7008ddd54effa3511919220d7c81

 h5 guardians wz darkstar map est wide c74e6eaf3f964151ad4d9d4251bc7428

Welche REQs ihr in dem neuen Update finden könnt, seht ihr wie gewohnt auf dem Sammelbild:

mar cu req poster allon blog 98be9f8771d84fb5830d8901110cea07

 

Neben neuens REQs wird es auch einige Änderungen am Spiel geben! Der Forge-Modus erhält unter anderem Wettereffekte (Schnee, Regen, etc.) und eine große Anzahl neuer Baustücke. Nach dem Update werden euch zum Beispiel neue Bäume, Büsche, Gras und sogar Efeu zu Verfügung stehen!

Hier die volle Patch-Liste:

New features and updates:

  • New Warzone map added: Skirmish at Darkstar
  • New Arena map added: Tyrant
  • Weather effects added to Forge
  • New sound effects added to Forge
  • Spartan Company members will now appear in the Active Roster
  • April 14 – 18: Warzone Firefight Beta playlist goes live.

Multiplayer:

  • Fixed exploit that allowed players to hide inside Armory base geometry in Warzone
  • Significantly improved the speed and responsiveness of the REQ Menu, especially for players with a large number of REQs
  • Favorited friends now appear at the top of Active Roster
  • Fixed issue where players that a join a match in progress did not have full REQ Energy to start
  • Reduced instances where the assaulting team could be spawn blocked on Warzone Assault maps
  • Fixed issues with invisible environment boundaries allowing vehicles to push players out of normal map boundaries
  • Fixed issue where some players who had recently dealt damage to a Boss did not receive Takedown credit when the Boss was killed by a teammate
  • SWAT DMRs added to the SWAT playlist
  • Fixed an issue that caused the Event Feed to not dispalyer at the end of a round or match
  • SWAT game type options have been balanced to allow for even weighting between Magnums, BRs, and DMRs
  • Gravity Hammer is now the starting weapon in Grifball
  • Reduced Boss Takedown damage requirement from 10% to 1%
  • Random Weapon and Random Vehicle REQs can now unlock the most up-to-date REQs, including those from Ghosts of Meridian
  • Daily Win Bonus Packs can now unlock the most up-to-date single-use REQs, including those from Ghost of Meridian
  • Players can now “ping” their location in a game when alive to alert teammates by pressing UP on the d-pad in Warzone or Arena
  • Fixed an issue that caused explosive barrels to not be explosive when the Deathless option is turned on in Custom Games

Sandbox:

  • Fixed a bug that caused the Spartan Laser to deal incorrect damage against shields
  • Fixed a bug where damage dealt to Gungoose Cannons did not properly transfer damage to the rest of the vehicle. (The Spartan Laser is excited about this change, too)
  • Mantis armor has been increased
  • Reduced the explosion radius of the Whiplash
  • Needler projectiles now do damage to Wraith and Scorpion weak points
  • Fixed an issue where Rail Gun aiming light can be seen through geometry
  • Fixed server crashes surrounding picking up powerups
  • Fixed a bug that made picking up powerups impossible
  • With Speed Boost activated, Spartan Charging now kills upon impact
  • Hydra Launcher now only locks onto the torso of enemy Spartans
  • Fixed a bug that allowed players to perform a Spartan Charge after performing a Thrust in mid-air
  • Fixed a bug with Phaeton damage regions that resulted in incorrect weak spot hit markers
  • Slightly reduced bloom for the Halo: CE Pistol
  • Improved readability of shields popping immediately after they begin to recharge
  • Lowered the damage of an uncharged Plasma Pistol shot when fired upon a Ghost’s weak point
  • Fixed a bug that did not allow Ball holders to pick up grenades
  • Fixed a bug with Advanced Sensors’ speed threshold that caused players to show up on radar in some cases where they were not moving at Sprint/Thrust speed or faster

Forge:

New & Updated Features:

  • Weather Effects added to map properties [Rain, Snow, Dust, Embers, Papers, Motes]
  • Sound Effects added to extras menu
  • Starting energy can now be adjusted on weapon
  • Starting energy and clips can now be adjusted for weapons on weapon pads

New Assets:

  • props> cover> style> plated>
    • Cover: Plated [3x12x12; forge]
    • Cover: Plated [3x12x12; torque]
    • Cover: Plated [3x12x16; forge]
    • Cover: Plated [3x12x16; torque]
    • Cover: Plated [3x16x8; forge]
    • Cover: Plated [3x16x8; torque]
    • Cover: Plated [3x16x12; forge]
    • Cover: Plated [3x16x12; torque]
    • Cover: Plated [4x12x4.5; forge]
    • Cover: Plated [4x12x4.5; torque]
    • Cover: Plated [5x16x12; forge]
    • Cover: Plated [5x16x12; torque]
  • natural> trees> fulls>
    • Tree: Full [34x36x44; acacia; glacier]
    • Tree: Full [38x40x52; acacia; glacier]
    • Tree: Full [42x46x44; acacia; glacier]
    • Tree: Full [55x52x70; acacia; glacier]
    • Tree: Full [72x70x72; acacia; glacier]
    • Tree: Full [60x70x94; acacia; glacier]
    • Tree: Full [75x95x95; acacia; glacier]
  • natural> plants> ivy>
    • Plant: Ivy [10x10; glacier]
    • Plant: Ivy [20x20; glacier]
    • Plant: Ivy [10x10; glacier; top]
    • Plant: Ivy [20x10; glacier; top]
  • natural> plants> bushes>
    • Plant: Bush [4x4x3; glacier]
    • Plant: Bush [8x8x6; glacier]
    • Plant: Bush [8x8x8; glacier]
    • Plant: Bush [16x16x16; glacier]
  • natural> plants> grass>
    • Plant: Grass [2x3; glacier]
    • Plant: Grass [4x6; glacier]
    • Plant: Grass [6x6; glacier]
  • natural> trees> fulls>
    • Tree: Full [34x36x44; acacia; alpine]
    • Tree: Full [38x40x52; acacia; alpine]
    • Tree: Full [42x46x44; acacia; alpine]
    • Tree: Full [55x52x70; acacia; alpine]
    • Tree: Full [72x70x72; acacia; alpine]
    • Tree: Full [60x70x94; acacia; alpine]
    • Tree: Full [75x95x95; acacia; alpine]
  • natural> plants> ivy>
    • Plant: Ivy [10x10; alpine]
    • Plant: Ivy [20x20; alpine]
    • Plant: Ivy [10x10; alpine; top]
    • Plant: Ivy [20x10; alpine; top]
  • gameplay> shields> type> two-way>
    • Shield: Two-Way [8x48]
    • Shield: Two-Way [16x48]
    • Shield: Two-Way [24x48]
    • Shield: Two-Way [32x48]
    • Shield: Two-Way [48x48]
    • Shield: Two-Way [64x24]
    • Shield: Two-Way [64x48]
  • gameplay> gravity-vols> type> invisible>
    • Gravity Volume [8x8x16; invisible]
    • Gravity Volume [16x16x32; invisible]
    • Gravity Volume [32x32x64; invisible]
    • Gravity Volume [64x64x128; invisible]
    • Gravity Volume [128x128x256; invisible]
    • Gravity Volume [128x256x128; invisible]
    • Gravity Volume [256x256x256; invisible]
  • gameplay> gravity-vols> type> visible>
    • Gravity Volume [8x8x16; visible]
    • Gravity Volume [16x16x32; visible]
    • Gravity Volume [32x32x64; visible]
    • Gravity Volume [64x64x128; visible]
    • Gravity Volume [128x128x256; visible]
    • Gravity Volume [128x256x128; visible]
    • Gravity Volume [256x256x256; visible]
  • gameplay> shields> type> one-way>
    • Shield: One-Way [8x24]
    • Shield: One-Way [8x48]
    • Shield: One-Way [16x24]
    • Shield: One-Way [16x48]
    • Shield: One-Way [24x24]
    • Shield: One-Way [24x48]
    • Shield: One-Way [32x24]
    • Shield: One-Way [32x48]
    • Shield: One-Way [48x24]
    • Shield: One-Way [48x48]
    • Shield: One-Way [64x24]
    • Shield: One-Way [64x48]
  • gameplay> shields> type> emitters>
    • Shield [3x3x24; emitter]
    • Shield [3x3x48; emitter]
  • gameplay> shields> type> generators>
    • Shield [4x4x48; generator]
  • gameplay> shields> type> corners>
    • Shield [8x8x48; generator; corner]
  • structures> accents> doors>
    • Accent: Door [2x14x17; forge]
    • Accent: Door [2x14x17; torque]
  • primitives> rings>
    • Ring: 16' [56x56x8; half]
    • Ring: 16' [56x56x8; quarter]
    • Ring: 16' [56x56x8; eighth]
    • Ring: 16' [56x56x16; half]
    • Ring: 16' [56x56x16; quarter]
    • Ring: 16' [56x56x16; eighth]
    • Ring: 16' [56x56x20; half]
    • Ring: 16' [56x56x20; quarter]
    • Ring: 16' [56x56x20; eighth]
    • Ring: 16' [64x64x20; half]
    • Ring: 16' [64x64x20; quarter]
    • Ring: 16' [64x64x20; eighth]
  • natural> plants> grass>
    • Plant: Grass [2x3; alpine]
    • Plant: Grass [4x6; alpine]
    • Plant: Grass [6x6; alpine]
  • natural> plants> bushes>
    • Plant: Bush [4x4x3; alpine]
    • Plant: Bush [8x8x6; alpine]
    • Plant: Bush [8x8x8; alpine]
    • Plant: Bush [16x16x16; alpine]
  • props> exploding>
    • Fusion Barrel [Forerunner; 3x3x4; red; exploding]
    • Fusion Barrel [Forerunner; 3x3x4; blue; exploding]
  • props> construction> canisters>
    • Canister [8x2x4; stand]
    • Canister [18x2x4; stand]
    • Canister [9x46x9; single]
  • props> urban> vending>
    • Soda Can [1x1x1.5; forge; a]
    • Soda Can [1x1x1.5; forge; b]
  • props> holograms>
    • Hologram [7x5x12; station; blue]
    • Hologram [7x5x12; station; red]
  • extras> sounds> alarm>
    • Sound: Alarm [small]
    • Sound: Alarm [medium]
    • Sound: Alarm [large]
  • extras> sounds> urban>
    • Sound: Urban [traffic]
    • Sound: Urban [construction]
  • extras> sounds> crowd>
    • Sound: Crowd [walla]
    • Sound: Crowd [cheer; small]
    • Sound: Crowd [cheer; large]
    • Sound: Crowd [cheer; chant]
    • Sound: Crowd [boos]
  • extras> sounds> nature>
    • Sound: Nature [ledge; debris]
    • Sound: Nature [wind; gust]
    • Sound: Nature [wood; groans]
    • Sound: Nature [lava; small]
    • Sound: Nature [lava; medium]
  • extras> sounds> water>
    • Sound: Water [drips; slow]
    • Sound: Water [drips; fast]
    • Sound: Water [bubbles; thick]
    • Sound: Water [bubbles; fast]
    • Sound: Water [wall; light]
    • Sound: Water [wall; heavy]
    • Sound: Water [rain; window]
    • Sound: Water [river; small]
    • Sound: Water [river; medium]
    • Sound: Water [river; large]
    • Sound: Water [waterfall; small]
    • Sound: Water [waterfall; medium]
    • Sound: Water [waterfall; large]
    • Sound: Water [waves; laps]
    • Sound: Water [waves; ocean]
    • Sound: Water [underwater]
  • extras> sounds> animals>
    • Sound: Animal [cat; fight]
    • Sound: Animal [piggy; grunts]
    • Sound: Animal [piggy; startled]
    • Sound: Animal [piggy; angry]
    • Sound: Animal [whale; calls]
  • extras> sounds> covenant>
    • Sound: Covenant [chant]
  • extras> sounds> horror>
    • Sound: Horror [stinger]
    • Sound: Horror [movements; forest]
    • Sound: Horror [movements; cave]
    • Sound: Horror [scream; distant]
    • Sound: Horror [impacts; distant]
    • Sound: Horror [ghost; moan]
    • Sound: Horror [ghost; goofy]
  • extras> blockers> type> vehicle>
    • Blocker: Vehicle [1x1]
    • Blocker: Vehicle [1x2]
    • Blocker: Vehicle [2x2]
    • Blocker: Vehicle [2x4]
    • Blocker: Vehicle [4x4]
    • Blocker: Vehicle [4x8]
    • Blocker: Vehicle [8x8]
    • Blocker: Vehicle [8x16]
    • Blocker: Vehicle [16x16]
    • Blocker: Vehicle [16x32]
    • Blocker: Vehicle [32x32]
    • Blocker: Vehicle [32x64]
    • Blocker: Vehicle [64x64]
    • Blocker: Vehicle [64x128]
    • Blocker: Vehicle [128x128]

Bug fixes, Tweaks, & Cleanup:

  • Fixed issues where objects would become almost completely black when placed under certain conditions
  • Fixed an issue that would prevent Forgers from being able to save a map until they restarted Halo 5: Guardians
  • Fixed a bug where objects would randomly rotate when opening the objects property menu
  • Objects moved via scripting will respect, “Reset Object Position” commands
  • Fixed bugs surrounding welding, especially when welding to animated machines (i.e. pistons)
  • Fixed Magnets for Wall 2x64x4 base variant
  • Fixed various object LOD (level of detail) issues
  • Grav volumes:
    • Fixed dimensions of some grav volumes that were intended to be wider than tall, and vice versa
    • Fixed magnets on some grav volumes
  • Grav volumes can no longer be selected from the top, making it easier pick up objects inside them
  • Fixed an issue with Phased/Fixed crates despawning incorrectly
  • Crates despawned via scripting now correctly respawn on “Respawn All Objects”
  • Locked objects can no longer be accidentally deleted
  • Fixed an issue that caused FX to stop working after the first round in round based game types
  • Fixed an issue where changes to a script’s properties wouldn’t take effect right after changing the script’s type
  • Fixed an issue where opening the object properties menu, rotation edit is applied and is incorrect
  • Added length, width, and height organization to Shields and Grav volumes to help organize the increased quantity of those objects
  • One-way and Two-way shields respawn time can now be adjusted with the respawn properties. NOTE: All previously placed shields will no longer respawn unless updated. To replicate original behavior, set respawn timer to 10 seconds (default)
  • All objects in props>exploding now do consistent damage when destroyed
  • Fixed an issue that caused weapons and power ups to block players when set to Phased or Fixed

 

Warzone Firefight Beta

Ein kleines Extra folgt sogar noch! Mitte des Monats könnt ihr euch auch schon ein eigenes Bild von dem neuen Modus "Warzone Firefight" machen! Vom 14.04. bis zum 18.04. findet eine Beta statt, die es euch erlaubt den PvE Modus vor offizieller Integration auf der Map "Escape from A.R.C." anzuzocken!

 

Zu guter Letzt folgt noch das obligatorische Sneak Peak zum nächsten Update:

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    Zum Artikel auf der HaloOrbit Hauptseite

     
    Ich finde eigentlich so gut wie alle Neuerungen ganz fabelhaft! :>

    Für mich von ganz besonderen Interesse sind diejenigen in SWAT und Grifball.

    Das Lustige ist, dass ich Bravo damals in Köln gebeten hatte, irgendwann mal die DMR reinzunehmen, während jemand anderes dort, mit dem ich mich gut verstanden und lange unterhalten hatte, unbedingt den Karabiner in SWAT sehen wollte. :p
     
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    10GB? Wow. Wenn die Anstalt zuende geladen hat, werf ich dem Gerät an. Das wird ne lange Nacht für das Xbone.
    Morgen werd ich dann hoffentlich testen können, ob mein Lift endlich funzt. Dem einen Bugfix nach, darf ich zumindest Hoffnung haben.
    Wetter- und besonders Soundeffekte (Audiokinetic Wwise ist in H5 ja drin) klingen besonders spannend.
    Auch hoffe ich, dass meine Team-Schildwand (unzerstörbar) Idee endlich umsetzbar ist.
     
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    Klingt gut, vor allem das Anpingen könnte sehr nützlich sein, wenn das Team es nicht zu inflationär benutzt. Auch praktisch: "Objects moved via scripting will respect, “Reset Object Position” commands" - das hätte mir viel Zeit beim Erstellen der Startanimation gespart.
    Schade dass es Infection erst in nächste Update schafft. Aber die Map sieht schon mal schick aus, wenn auch nur ein Remix.

    @AdmiralHabor: Viel Spaß bei der Anstalt, war wieder sehr sehenswert.
     
    Das zweite Bild der Map oben im Artikel verlinkt (bei Klick darauf) auf das erste Bild ;-)
    Sorry, sollte jetzt klappen :)

    Ich bin von den so oft angekündigten Sandbox Änderungen sehr enttäuscht, 5 Monate für die paar Sachen, aber gut, man muss 343 mit Humor nehmen :ugly:
    Was mich aber an 343 echt begeistert ist das Forge-Team, die arbeiten echt hart für ihr Geld :daumenhoch:

    Hat schon mal jemand die neue Arena Map gespielt? Laufen die server mit einem Ping unter 200 und lohnt es sich die 8GB zu laden?
     
    Ich hab einmal in SWAT mit der DMR gezockt und es war grausig. :ugly:

    Bei mir war's irgendwie insofern verbuggt, als dass die Blickgeschwindigkeit extrem heruntergekurbelt war und das Zielen irgendwie zäh, obwohl ich an diesen Einstellungen nichts verändert hatte.

    Aber macht am besten eure eigenen Erfahrung!

    Jetzt noch den Karabiner rein und alles ist gut! ;)
     
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    Ich hab einmal in SWAT mit der DMR gezockt und es war grausig. :ugly:

    Bei mir war's irgendwie insofern verbuggt, als dass die Blickgeschwindigkeit extrem heruntergekurbelt war und das Zielen irgendwie zäh, obwohl ich an diesen Einstellungen nichts verändert hatte.

    Aber macht am besten eure eigenen Erfahrung!

    Ich bin mal gespannt, werde aufjedenfall berichten, wenn ich einen Unterschied zwischen DMR in Showdown und Swat finden werde.
     
    Die Schmiede is immernoch genauso buggy, wie eh und je. S hat sich NIX verändert.
    Ka wozu diese 8.5 GB waren.


    thu_apr_7_19-54-18_ut7nohn.jpg


    Ich habe sogar auseinander- und wieder zusammengeschweißt. Es bringt NIX.

    Damit bleibe ich H5/Xbone auch weiterhin fern, bis zum nächsten Update. <.<
     
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    Ganz schön verwickelt die Map. Wofür gibt es da Präzisionswaffen überhaupt. :p Die Sonne sieht aber richtig geil aus.
     
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