This update is almost entirely bug fixes. Almost all of the major problems have been rectified by this point, and I will try to finish the rest by the next update.
Fixes:
Massive amount of bug fixes (bug reports courtesy of Maekran, developer of the "Halo & MDE" mod via the GitHub page)
- Fixed the little 3rd person thing in the top left
- The ammo counter is now always in the top right
- The flamethrower has been moved to the "testing" tab, as it is nearly unusable in it's current state.
- Fixed the magnum, DMR, and battle rifle reloads. I also changed the DMR to use medium rounds.
- Increased the blast radius of the rocket launcher
- Reduced spiker knockback
- Fixed the Prophet's Bane to now display the reticle and the name (I apologize for stealing that rhyme)
- Fixed the animated texture of the netherite drill to now be animated.
- Relocated the stone needle ore
- Made a few projectiles visible and fixed their models
- Fixed the crosshairs being off center
- Made the scopes more centered (I'll fix the GUI scale soon)
- Fixed the Brute Plasma rifle's charge capacity to be 100%
- Renamed "new_halocraft:aged_f_orerunner_plating_stairs" to just be "new_halocraft:aged_forerunner_plating_stairs"
- Entirely fixed every weapon except for the mauler. I will add projectile models for the brute shot and fuel rod cannon in the next patch.
- Renamed "Energy Rifle" to "Plasma Rifle" (I was unaware it was called this)
- The spiker no longer uses needler sounds
- Added an actual firing sound for the rocket launcher
- Fixed the reloading bug where it would cooldown the item, even if not reloading.
Weapons:
Implemented the most important change in the entirety of this mod's existence: Fixed weapon models! (Almost) all weapons are held by the handle including the energy sword! Finally!
- Changed shotgun reloading. You must now press the reload key once for every shell put in.
- Changed the dry firing sound to be a bit more pleasant.
Armor:
- Added blue Mk. V armor
Main Changes:
Keybinds
- The reload keybinds and scope keybinds have been merged into individual keybinds. This makes binding the keys a lot simpler and less tedious.
- I also fixed all of the weapon scopes in the process, including the carbine.
Ammo counter changes!
- You must now be wearing a helmet with a smart-chip to view the ammo counter. These are the marine helmet, ODST helmet, and any MJOLNIR helmet. However, if you wanted to use any of the weapons effectively earlier in the game, fear not! You are now able to view the magazine of a weapon by hovering over the item in your inventory. This works for both ballistic and energy weapons. This is always present.
- Added a charge counter for energy weapons In addition, wearing a MJOLNIR helmet changes the placement of the ammo counter to be in the top right of the screen--just as it appears in actual Halo.
Other updates:
Weapons:
- Completely fixed the energy rifle, plasma pistol, and beam rifle
- Weapon charging!
- When an energy weapon runs out of "charge" (durability), instead of breaking and being gone forever, they will now simply run out of battery. To recharge them, place a purple shard into any crafting bench (including the inventory one) along with the weapon, and it will instantly be ready to use!
- Yes, those useless purple ingots that clog up your inventory every time you take on a gang of elites finally have a use!
- Changed some of the stats and things of the energy weapons as well as fixing them.
Other:
- Changed some of the loot tables again
- Purple crates can now drop needles for the needler and carbine
- Added the Prophet's Bane to the loot table
- Added needle ore
- Spawns in the overworld at the same y levels as gold. Must be mined with an iron or above pickaxe
- Changed the hardness and spawn rates of titanium to be more similar to iron.
- Changed a few textures of forerunner blocks
- Changed the colors of the Dark Taiga biome to be a bit less saturated, as well as changing its generation a little to have better looking trees.
Weapons:
- Fixed the carbine (somewhat)
- Small damage tweaks
Armor:
- Retextured the items for the marine armor (finally!)
- Changed naming convention of the MJOLNIR armor to Mk. VI armor
- Added a new armor set: Mk. V Armor!
- Functionally identical to the Mk. VI Armor, but with more vibrant colors and a different visual design
- Changed stats of all MJOLNIR armors
- Changed stats of other armors
- You can now repair all armors
- Repair marine armor with a titanium ingot, ODST armor with a ceramic composite ingot, and MJOLNIR armor with a multi-layored alloy.
Other:
- Added a loot table to the computer
- When broken, computers drop random bits of circuitry. This is meant to help speed up the process of crafting the MJOLNIR armors so that you don't have to mine redstone for absurdly long amounts of time
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Changed the speed at which wooden crates are broken to be shorter
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Changed ordering of items in the inventory
Entities:
- Added marine variants, each with their own weapon
- Standard, Sniper, Specialist, Heavy, and Medic
- Fully added Major elites, as well as changing the spawning behaviors and rates of the other variants.
- Changes to spawning
- Marines and ODSTs spawn together
- -Covenant mobs and variants now spawn together
Weapons:
- Added prophet's bane
- Changed the ammo types of certain weapons
- The carbine now uses needles
- The assault rifle now uses light rounds
- The DMR now uses medium rounds
- Added an orange crowbar
- Has a chance to cripple enemies, slowing them
Other:
- Changed wooden crate loot table to be more balanced
Entities:
- Added variants of enemies
- Two new kinds of elites: Majors, and Zealots, while the normal (blue) ones are now called Mercenaries. Mercenaries are the weakest and most common, while zealots are stronger and rarer. Each rank is color coded (Blue is mercenary, red is major, and gold is zealot)
- New grunt variant: Heavy grunt. This one is still a work in progress, and for now is just a retextued grunt. I will remodel it at some point. Along with having more health, heavy grunts wield a fuel rod cannon. By default, grunts do not spawn at all. This can be changed with the doGruntSpawning gamerule
- Overhauled both the marine and ODST entities.
- Complete retexture of the marine armor
- Changed the appearances of both mobs.
- Both now look at the entity they are attacking, as well as... actually attacking
- No longer follow the player
- Other minor changes
- Added random entities. This basically just allows elites and such to spawn wielding different weapons in groups.
Other:
- Changed elite mercenary texture
- Fixed the spiker
- Added some scope sounds
- Changed the naming conventions of MJOLNIR armor to be more consistent
- Fixed some reticles (textures, not the whole GUI scale bit)
- Other minor changes that I don't remember
Reloading system is currently broken, weapons no longer work in survival. Will try to fix in a few days.