Halo Infinite 11 Mar 2021 10:06 AM +00:00

Halo 5: Infinity's Armory & HaloWC Game Type Update

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Halo 5 receives new update and drops Breakout from the Halo World Championship!

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Halo fans and competitors have been kept on their toes this week, as 343 Industries and Microsoft Studies release a plethora of new content updates and game tweaks, shortly after announcing Breakout will no longer feature as a game type in the Halo World Championship.

This decision came after an overwhelming response of community feedback requesting the mode be removed from the competition.

However, a separate blog post detailed the first update and content drop of 2016!

Infinity’s Armoury brings tons of changes, new maps, armour, weapon skins and the return of a classic rifle.

For the new maps:

Riptide is an Arena map featuring weathered structures and catwalks great for map control.

Urban is a Warzone Assault map featuring open areas with many sightlines and the armoury placed atop a grassy hill.

 

For the new weapon, enjoy a blast from the past with the Halo 2 Battle Rifle. The classic rifle has returned as a Mythic loadout weapon REQ to deploy in Warzone. The gun can also be unlocked in Forge for those feeling nostalgic enough to recreate the old maps.

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Two new Carbine REQs were also added:

Rain of Oblivion is an uncommon upgraded with fully automatic action and extended magazine.

Blood of Suban is a rare Carbine that fires armour-piercing Needler shards.

New armour, assassination moves and skins:

The new Achilles Armour set comes with prerequisites. The armour requires your Spartan Company has achieved level 3 in all Kill Commendations. The helmet requires level 5 of all Kill Commendations to receive it.

If that’s not enough, there are also two new Assassination moves and new skins, which you may have seen at the Halo World Championship Tour: London!

 

The full patch notes can be found below.

Multiplayer:

  • New Arena map Riptide added
  • New Warzone Assault map Urban added
  • Over 50 new REQs including weapons, armor, emblems, and more have been added
  • Modified color of Blue Team in multiplayer to improve Red vs Blue balance
  • Increased Warzone REQ Leveling speed
  • Increased Warzone weapon despawn time from 5 seconds to 20 seconds
  • Fixed exploits on Overgrowth that allowed players to get out of normal map boundaries
  • Fixed map holes on Antifreeze, Recurve, Basin, and Deadlock
  • Fixed issues with Trident that allowed players to shoot through certain walls
  • Added Line of Sight toggle option for use in custom games, such as Octagon
  • The option to change teams has been added to the pause menu in custom games
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Sandbox:

  • Fixed “fast fall” and “slide boost” exploits
  • Reduced the zoom time of the SPNKr Rocket Launchers
  • Increased brightness of the Classic BR scope
  • Reduced melee damage while boarding Wraiths and Scorpions
  • Sword of the Faithful Beam Rifle now kills with a headshot
  • Fixed issue where Maintain Sprint being toggled off didn’t allow players to slide when sprinting
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User Interface:

  • Spartan Rank Progress now appears under all players’ nameplate
  • Active Roster updated to show whether or not friends are joinable and/or can be spectated
  • Rarity is displayed for REQs in Spartan HUB Customization
  • Players can now see equipped customization items from Spartan Appearance, Spartan ID, and Weapon Skins rather than going to each individual menu screen

Forge:

New and Updated Features:

  • Bounding box preview when navigating through objects in palette menu
  • "Delete all objects" button added to map properties (Fireteam leader only)
  • "Reset map properties" button added to map properties (Fireteam leader only)
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New Objects:

  • PROPS > TOYS
    • Kill Ball
  • GAMEPLAY > WEAPONS > UNSC
    • Halo 2 Battle Rifle
  • Grav Volumes (GAMEPLAY > GRAVITY VOLUMES)
    • Grav Volumes; Visible & Invisible
  • Added additional 16' ring permutations to match other ring systems;
    • Ring: 16' [48x48x12; eighth]
    • Ring: 16' [48x48x12; half]
    • Ring: 16' [48x48x12; quarter]
    • Ring: 16' [48x48x16; eighth]
    • Ring: 16' [48x48x16; half]
    • Ring: 16' [48x48x16; quarter]
    • Ring: 16' [48x48x20; eighth]
    • Ring: 16' [48x48x20; half]
    • Ring: 16' [48x48x20; quarter]
    • Ring: 16' [48x48x24; eighth]
    • Ring: 16' [48x48x24; half]
    • Ring: 16' [48x48x24; quarter]
    • Ring: 16' [48x48x2; eighth]
    • Ring: 16' [48x48x2; half]
    • Ring: 16' [48x48x2; quarter]
    • Ring: 16' [48x48x4; eighth]
    • Ring: 16' [48x48x4; half]
    • Ring: 16' [48x48x4; quarter]
    • Ring: 16' [48x48x8; eighth]
    • Ring: 16' [48x48x8; half]
    • Ring: 16' [48x48x8; quarter]
    • Ring: 16' [64x64x16; eighth]
    • Ring: 16' [64x64x16; half]
    • Ring: 16' [64x64x16; quarter]
    • Ring: 16' [64x64x8; eighth]
    • Ring: 16' [64x64x8; half]
    • Ring: 16' [64x64x8; quarter]
    • Ring: 16' [80x80x16; eighth]
    • Ring: 16' [80x80x16; half]
    • Ring: 16' [80x80x16; quarter]
    • Ring: 16' [80x80x20; eighth]
    • Ring: 16' [80x80x20; half]
    • Ring: 16' [80x80x20; quarter]
    • Ring: 16' [80x80x8; eighth]
    • Ring: 16' [80x80x8; half]
    • Ring: 16' [80x80x8; quarter]
    • Ring: 16' [96x96x16; eighth]
    • Ring: 16' [96x96x16; half]
    • Ring: 16' [96x96x16; quarter]
    • Ring: 16' [96x96x20; eighth]
    • Ring: 16' [96x96x20; half]
    • Ring: 16' [96x96x20; quarter]
    • Ring: 16' [96x96x8; eighth]
    • Ring: 16' [96x96x8; half]
    • Ring: 16' [96x96x8; quarter]
  • Forge grid system (PROPS > GRID >)
    • Grid: 1x [10x10]
    • Grid: 2x [20x20]
    • Grid: 5x [50x50]
    • Grid: 10x [100x100]
    • Grid: 20x [200x200]
  • New Props:
    • PROPS > CRATES >
      • Crate [5x8x5; UNSC; single]
      • Crate [5x8x5; UNSC; covered]
    • PROPS > MISC >
      • Hazard Suit [5x4x11]
      • Locker [3x2x7]
      • Shelves [4x8x12]
    • PROPS > CONSTRUCTIONS > CANISTERS >
      • Canister [46x18x18; triple]
    • PROPS > EXPLODING >
      • Power Core [7x5x5]
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Forge Bug Fixes:

  • General Stability updates to Forge
  • Grouping two or more groups together now properly updates the budgets and works as intended
  • Fixed various objects with missing descriptions (+ English strings in non-English languages)
  • Fixed a crash caused by duplicating a group with a maxed out budget
  • Fixed a crash caused by trying to delete scripts when none are in use.
  • Fixed an issue where adding objects to groups did not reset the group count.
  • Fixed an issue that capped scripts useable on an object at 7. Players can now use 8 scripts.
  • Fixed crashes caused when working with groups that had objects that don't exist
  • Fixed issue with setting fog to "None" doesn't actually result in no fog
  • Forgers can no longer "weld" Mantises
  • Fixed broken bullet collision for: Accent: Ceiling [32x80x16; corner; left] and Accent: Ceiling [32x80x16; corner; right]
  • Resized Block [32x32x16] to be correct size
  • Resized Block [64x64x48] to be correct size
  • Fixed Cylinder [24x24x80; full] so collision model matches render model
  • Fixed Cylinder [24x24x80; half] so collision model matches render model
  • Fixed Cylinder [64x64x24; full] so collision model matches render model
  • Centered text on Sign [armory; 2x10x8]
  • Fixed incorrect physics behavior with the soccer ball
  • Fixed some missing object/folder descriptions
  • Forerunner [Pulse] sound object now attached to the correct sound
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Tweaks & Cleanup:

  • Changed default physics of some objects from "Fixed" to "Phased"
    • Cover: Solid [2x4x4.5]
    • Cover: Solid [2x8x4.5]
    • Cover: Solid [2x16x4.5]
    • Cover: Solid [2x32x4.5]
    • Cover: Jersey Barrier [3x4x4.5]
    • Cover: Jersey Barrier [3x8x4.5]
    • Cover: Jersey Barrier [3x16x4.5]
    • Cover: Jersey Barrier [3x32x4.5]
    • Cover: Street [4x4x4.5]
    • Cover: Street [4x8x4.5]
    • Cover: Street [4x16x4.5]
    • Cover: Street [4x32x4.5]
    • Cover: Street [8x8x4.5; corner]
    • Cover: Tech [4x4x4.5]
    • Cover: Tech [4x8x4.5]
    • Cover: Tech [4x16x4.5]
    • Cover: Tech [4x32x4.5]
    • Sign [star; 1x3x3]
    • Sign [cinema; 1x4x14]
    • Sign [hotel; 1x16x4]
    • Sign [green-cross; 2x8x8]
    • Sign [armory; 2x10x8]
    • Sign [exit; 2x10x8]
    • Sign [robotics; 2x10x10]
    • Billboard [1x128x64; golden warthog]
    • Decal: Number [0; 4x6]
    • Decal: Number [0; 8x12]
    • Decal: Number [1; 4x6]
    • Decal: Number [1; 8x12]
    • Decal: Number [2; 4x6]
    • Decal: Number [2; 8x12]
    • Decal: Number [3; 4x6]
    • Decal: Number [3; 8x12]
    • Decal: Number [4; 4x6]
    • Decal: Number [4; 8x12]
    • Decal: Number [5; 4x6]
    • Decal: Number [5; 8x12]
    • Decal: Number [6; 4x6]
    • Decal: Number [6; 8x12]
    • Decal: Number [7; 4x6]
    • Decal: Number [7; 8x12]
    • Decal: Number [8; 4x6]
    • Decal: Number [8; 8x12]
    • Decal: Number [9; 4x6]
    • Decal: Number [9; 8x12]
  • Rearranged some extra structure object palettes
    • STRUCTURES > ACCENTS > RAILINGS > moved to STRUCTURES > RAILINGS >
    • STRUCTURES > ACCENTS > GLASS > moved to STRUCTURES > GLASS >
    • STRUCTURES > ACCENTS > PLATFORMS > moved to STRUCTURES > PLATFORMS >
    • STRUCTURES > ACCENTS > PISTONS > moved to STRUCTURES > SUPPORTS > PISTONS >
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