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New Features
This update brings new content, numerous bug fixes, and several new features to Halo Infinite. For a full list of this update’s bug fixes, see the Resolved Issues section below. New features and content included in this update are:
Super Fiesta Game Mode
Super Fiesta, which first appeared in the BTB Unlimited playlist in March 2023, is now available as an Arena game mode in both Custom Games and the Fiesta matchmaking playlist (the latter of which has now been renamed to Super Fiesta). This version follows the same rules as regular Fiesta, but with some new gameplay elements.
Super Fiesta Game Mode Rules
As in the existing Fiesta game mode, players in Super Fiesta receive a random loadout on every respawn. In Super Fiesta, however, all weapons have been replaced by variants originally found in the Halo Infinite Campaign.
The full weapon variant list includes:
Rapidfire Pulse Carbine: Precision Pulse Carbine with a rapid burst interval firing mechanism.
Arcane Sentinel Beam: Undocumented Sentinel Beam that offers lower capacity but extremely increased damage.
Duelist Energy Sword: Lightweight frame allows for increased agility.
Elite Bloodblade: Energy Sword variant belonging to Jega.
Calcine Disruptor: Modified with delayed detonation rounds.
Unbound Plasma Pistol: Bolts detonate when super-combined on target; over-charge increases detonation and tracking.
Stalker Rifle Ultra: Covenant-sourced Stalker Rifle with increased rate of fire but reduced and heat and damage output.
M41 Tracker: Modified M41 SPNKr with increased lock-on capability.
Riven Mangler: Fires a split-shard projectile at a low rate of fire.
Rushdown Hammer: Upgraded gravitic core and composite materials increase effective range and user mobility.
Diminisher of Hope: Escharum's custom Gravity Hammer that bestows additional mobility.
Volatile Skewer: Skewer refitted to fire an explosive spike that detonates on impact.
Ravager Rebound: Modified Ravager that fires bouncing projectiles with multiple secondary detonations.
Pinpoint Needler: Modified Needler with advanced target acquisition and lower supercombine requirement.
Purging Shock Rifle: High-damage Shock Rifle with improved voltaic chaining but with detonation capability.
Backdraft Cindershot: Modified firing core with a three-phase sequential detonation.
Scatterbound Heatwave: Fires modified and repurposed Z-180 rounds which seek targets after a ricochet.
Striker Sidekick: Precision Mk50 Sidekick modified for improved stopping power.
MA40 Longshot: Precision MA40 with improved long-range performance.
Convergence Bulldog: High-capacity magazine with tighter projectile spread and improved range.
Impact Commando: High-capacity magazine with reduced accuracy but increased damage.
BR75 Breacher: Improved stopping power tuned for close-range encounters.
S7 Flexfire Sniper: Experimental high-capacity S7 Sniper rifle, designed for a focus on mid-range encounters.
Pursuit Hydra: Increased long-range proficiency with faster target lock and improved rocket velocity.
Additionally, player loadouts contain a random piece of fully upgraded Equipment from the Halo Infinite Campaign.
Grappleshot: Delivers a shockwave blast when holding down melee while grappling.
Threat Sensor: Increased area and uninterrupted enemy visibility.
Drop Wall: Increased size and strength. Electrifies projectiles through the Drop Wall.
Thruster: Active Camouflage effect is added to the player, lasting 4 seconds after activating the Thruster.
All Weapon Racks, Equipment Pads, and Power Weapon Pads are disabled during Super Fiesta matches. Player loadouts also contain 2 Frag Grenades on every respawn.
Menu Improvements
New Customs Browser Location
The Customs Browser can now be accessed through the Play tab located in the main menu. After selecting Custom Game from the Play tab, the Customs Browser menu prompt will appear above the Create Match button.
The Customs Browser is still accessible via the Community tab.
1.3.1_CustomGames.png
In addition to creating a Custom Game match, the Custom Game menu on the Play tab now contains an option to view the Customs Browser menu.
Purchase Past Shop Bundles using the Customization Menus
Players can now purchase a selection of customization bundles from previous Halo Infinite Seasons directly from the Armor Hall, Weapons Bench, Vehicle Bay, or Spartan ID menus located under the Customize tab. After pressing the Inspect button on an item that was originally part of a bundle, players will be given an option to purchase the bundle the item belongs to. Once selected, players will then be redirected to the bundle featured in the Store.
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Navigate to a previously sold item in the Armor Hall, Weapons Bench, Vehicle Bay, or Spartan ID then use the Store button to view its bundle.
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When viewing a bundle, use the small tiles to view or Try On any included item.
Increased Matchmaking Playlist Visibility
The number of playlists displayed under the Multiplayer menu has increased from 5 to 10. This will ensure that more playlists are immediately visible without needing to scroll down.
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The Multiplayer menu now lists 10 matchmaking playlists at once.
Uploading Forge Preview Images on PC
Owners and co-owners of Forge content can now upload preview images on PC as part of their Forge Asset Details. Preview images are sourced from the Xbox Game Bar folder. Use the accordion below to learn how to take a screenshot via Xbox Game Bar.
How to take screenshots via Xbox Game Bar
Players can capture screenshots during Forge sessions, Custom Games, or via Theater mode. These can later be used as preview images for Forge content. To capture an in-game screenshot to use as a preview image, players can use the default Windows shortcut of Windows + Alt + Print Screen. To take a screenshot via the Xbox Game Bar overlay or if the default shortcut does not work, follow the steps below:
Select and enter your desired gameplay mode.
Find the point you would like to capture.
Open the Xbox Game Bar by pressing Windows + G on keyboard.
On the Capture widget, click the Camera icon to capture a screenshot.
If the default shortcut did not work, hover the mouse over the Capture window’s Camera icon to view the screenshot shortcut. To change this shortcut, open the Settings application and navigate to the Xbox Game Bar options. Use the Keyboard Shortcuts section to edit the Take Screenshot shortcut.
Once a screenshot has been captured via Xbox Game Bar, follow the steps below to upload a preview image for a Forge Asset on PC:
Launch Halo Infinite.
Navigate to the Community tab.
Select My Files.
Select View Details.
Navigate to Edit Screenshots.
Select your desired Screenshot, then select Confirm.
All images uploaded must abide by the Xbox Community Standards and the Halo Spartan Code. Images that violate any of these policies will result in the removal of your Forge map or mode file and may lead to additional enforcement actions against your account.
Frames Per Second (FPS) Counter Setting on Xbox Consoles
Players on an Xbox console can now enable an FPS Counter from the Settings menu. When this feature is enabled, a small box will appear at the top right corner of the screen, displaying the current number of frames per second.
This feature may be helpful for Forge creators on Xbox consoles as it illustrates a map’s performance in normal gameplay.
To enable the FPS Counter on Xbox consoles, follow the steps below:
Launch Halo Infinite.
Navigate to Settings. The default binding for which is the Menu button on controller.
Navigate to the Gameplay tab.
Scroll down to the FPS Counter header and set the option to the preferred setting.
Balance Changes
Shroud Screen
In Ranked matches, the number of Equipment charges for the Shroud Screen has decreased from 2 to 1.
Balance Changes
Shroud Screen
In Ranked matches, the number of Equipment charges for the Shroud Screen has decreased from 2 to 1.
Developer Notes
The goal of this change was to reduce the total impact Shroud Screen was having for high skilled players without changing the effectiveness of the equipment itself. With this change, players will be required to be more strategic with how they decide to use the Shroud Screen.
Disruptor
The rate of fire and damage for the Disruptor have both increased slightly, while the distance between two players required for shock chain damage to occur has been reduced. In addition, the Disruptor will no longer inflict damage over time.
Developer Notes
The goal of this change was to reduce the complexity of the weapon's behavior, focusing the utility on the Supercombine detonation and shock chaining and their ability to damage nearby players. By upping the direct damage from Supercombines and increasing the Rate of Fire (ROF), it leans the Disruptor more towards a combat pistol with a straightforward utility.
Changes:
Removed Damage Over Time (DOT)
Reduced chain distance from 5 World Units (wu) to 2.5 wu
Increased Supercombine damage from 60 to 70
Increased ROF from 4.285 to 5 rounds per second
Spike Grenades
The number of projectiles that explode out of Spike Grenades has doubled, while the distance and damage inflicted has been reduced.
Developer Notes
The goal here was to enhance the directionality of Spikes, requiring tighter precision but better rewarding good placement. With double the flechettes, but a shorter range and tighter cone, they will cause focused, directional damage where placed. Out in the open, away from enemies, they won't be as effective as frags. Sticking them on walls that are facing nearby enemies will inflict the highest possible damage, being lethal in one shot if a player is directly in front of (or on top of) one.
Changes:
Increased number of flechette submunitions that are released on detonation from 8 to 16
Reduced flechette travel distance from 5 World Units (wu) to 3.5wu
Reduced Area of Effect (AOE) damage radius from 3.2 wu to 2 wu
Reduced AOE damage amount from 300 damage to 160
Adjusted flechette bounce behavior to deviate less
Dynamo Grenades
The time it takes for Dynamo Grenades to detonate, as well as the area of effect, shock chain distance, and time between shock damage pulses has been reduced. In addition, the number of shock damage pulses and the damage inflicted by them has increased. Player movement will no longer be stunted due to shock damage.
Developer Notes
The goal with this change is to tighten the area of effect, requiring more thoughtful placement with a higher reward for direct hits. The previous tuning would damage enemies well outside the immediate combat area, feeling overly generous and hard to escape. With higher damage per tick, but a shorter radius, Dynamos create a more potent but contained threat. Use them in corners where enemies have no escape to cause max damage, or to force enemies away from a route.
Changes
Reduced shock Area of Effect (AOE) distance from 3.5 wu (World Units) to 2 wu
Reduced shock chain distance from 5 wu to 2 wu
Increased shock damage per burst from 18 to 21
Removed movement stun from shock damage
Lowered arming time from 0.65 to 0.5 seconds
Reduced delay between shock damage pulses from 0.3 to 0.25 seconds
Added one additional shock damage pulse at 2.5 seconds
King of the Hill (KOTH)
During Ranked matches, the initial time it takes for the Hill to appear has been reduced from 15 seconds to 5 seconds, and after entering the Hill, there is no longer a delay that occurs before the player starts capturing it.
Developer Notes
To help facilitate more meaningful choices at the beginning of a King of the Hill match we decided to reduce the timer for the Initial Hill. This now requires teams to be more thoughtful in establishing their starting strategies as teams now have to decide between scavenging weapons and equipment and scoring points in the Hill. Based on feedback we felt there was an opportunity to make the decision to hop in and out of a Hill more impactful. With base settings players engaging in this behavior weren’t giving up enough as they could hop out of the hill without losing it if they returned quickly enough. This could also lead to some ambiguity around Hill ownership. This change should make the state of the Hill clearer for players.
The initial hill spawn has been reduced from 15 seconds to 5 seconds
The wind-up period to score has been removed.
Players can score right away when stepping into the hill.
This allows players to quickly score while maneuvering grenades and avoiding damage all up.
The following map-based adjustments are also being made to Ranked KOTH:
On the map Recharge, the second Hill location has been moved from the Long Hall area of the map to the Platform area of the map (also known as "C Plat").
The Hill location order on the map Streets has been adjusted:
Previous rotation order:
Old Town (also known as "Pillars")
Subway (also known as "Tram")
Station Square (also known as "Courtyard")
Commercial District (also known as "Shotgun")
Main Street (also known as "Bottom Mid")
New rotation order:
Old Town (also known as "Pillars")
Subway (also known as "Tram")
Main Street (also known as "Bottom Mid")
Station Square (also known as "Courtyard")
Commercial District (also known as "Shotgun")
Resolved Issues and Bug Fixes
Many improvements come from Halo Insider and Halo Support tickets submitted by our community. Thank you for participating and please keep submitting tickets!
Halo Support tickets help the team here at 343 Industries understand what issues you would like to see addressed in future Halo Infinite updates. The development team is actively working on a variety of game updates and improvements based on both player feedback and bug report tickets.
Global
There is now a reduced chance of the Season 3 cinematics replaying on every launch of Halo Infinite.
If you continue to encounter this issue after this update, please submit a ticket via the Halo Support site.
Halo Infinite will no longer crash on launch when attempting to play on a PC that is below the minimum specifications. This was an unintended bug that caused the game to crash before showing the below minimum specification warning message.
Players can once again choose to continue past this warning message, but the expected functionality and visual experience are not guaranteed.
To learn more about PC hardware specifications, please visit our PC Hardware Specs and Drivers guide on the Halo Support site.
When using the Bumper Jumper control scheme, players are now able to fire their vehicle's weapons while holding down the Switch Seat button. This applies to the following vehicles:
Wasp
Banshee
Ghost
Brute Chopper
Shade Turret
The glowing light that appears on the ground below both the Ghost and Wraith vehicles now appears correctly.
The headlight brightness for all UNSC vehicles has been reduced.
If the Control Panel menu is opened while viewing an Armor Core unlock notification, the Armor Core unlock notification will no longer block the player's view of other menus.
Multiplayer
Stability improvements have been made to multiplayer servers to reduce instances of multiplayer matches abruptly ending early or disconnecting all players.
Power Weapons and Equipment will now respawn immediately after the on-screen timer above the Weapon or Equipment Pad has reached 0.
Observer Mode
While in Observer mode, the team positions on the scoreboard will now remain the same when swapping between players on opposing teams.
On-screen damage indicators will no longer appear when swapping between players in Observer mode.
When playing as an Observer on PC, players are now able to display the Stat Board after pressing the default input.
While in Observer mode, in-game actions that are mapped to certain buttons will no longer occur while typing a message in text-chat.
Forge
Edit Mode and Creation Tools
Script brains now have a limit of 128 nodes.
Players will be notified when they hit the node limit via an on-screen prompt. Any script brains that currently exceed the 128-node limit can still be accessed, but new nodes can't be added until the node count is below 128.
When moving an object with the Movement Snap setting set to 0.001, the object will no longer behave as though the setting was set to <none>.
This change will allow for precise and slow object movement when using the 0.001 Movement Snap option, which is especially useful for fixing Z-fighting issues and fine detail work.
If a crash occurs during a Forge session, autosaves are now more likely to trigger before the crash, preventing any loss of progress.
The movement of the camera in Forge now behaves in parity with the Camera Speed setting.
File and Map Publishing
Players can now select and enter older versions of Forge maps in both Forge and Custom Games.
When a player deletes a Forge Asset, any player who Bookmarked that file will now be able to access their My Bookmarks menu without issue.
If you continue to encounter this issue after this update, please submit a ticket via the Halo Support site.
manmartin escribió:@arkadia3 hoy he iniciado de cero el juego tres veces y ha mantenido los ajustes.
Milik escribió:@auq84 Lo del disruptor, granadas de dinamo, etc eran cosas que pedían los pro players, esto lo que pasa por hacerles caso.
Milik escribió:@Intolerable No están desbalanceados a la baja, funcionan de manera diferente. Por ejemplo, el disruptor ya no hace daño de electrificación con el tiempo, pero han aumentado el daño base de cada disparo y la cadencia de tiro convirtiéndolo en una pistola más convencional.
A mi no me gusta, pero es lo que pedían los pro (no sé pq se les sigue haciendo caso).
Intolerable escribió:Milik escribió:@Intolerable No están desbalanceados a la baja, funcionan de manera diferente. Por ejemplo, el disruptor ya no hace daño de electrificación con el tiempo, pero han aumentado el daño base de cada disparo y la cadencia de tiro convirtiéndolo en una pistola más convencional.
A mi no me gusta, pero es lo que pedían los pro (no sé pq se les sigue haciendo caso).
Dudo que nadie pidiese eso.
Milik escribió:Es lo que he leído.
Repito, las armas no han sido nerfeadas, han sido balanceadas para favorecer a los pro.
La dinamo ya no te ralentizan y tienen un rango menor, pero hacen mucho más daño. Las spike ya no lanzan las púas en todas las direcciones si no tan solo en una con un rango cónico, pero si te dan bien te matan directamente (creo que con las dinamo, idem).
Milik escribió:@Intolerable De la manera en que estas granadas para que sean efectivas necesitan mucha más precisión, ya no vale con soltarlas al tun tun como pasaba antes.
Las granadas especiales de la manera en como estaban antes, podían ser letales incluso en manos de un jugador novato, ahora ya no salvo que tenga suerte. Actualmente son mucho más letales pero a cambio de saber cómo y donde lanzarlas.
Milik escribió:Es lo que he leído.
kakashihatake78 escribió:los Pro players basan mucho su ventaja en matar antes de que les maten
kakashihatake78 escribió:aunque el Pro player lo mate...se lo llevaba luego desde la tumba, y eso no les molaría claro
Milik escribió:PD: Las granadas especiales están ahora OP en manos de gente que domine Halo, y son casi inútiles para el resto. No veo contradicción en lo que he puesto.
Milik escribió:@Intolerable Más que leído, lo he visto en uno de los YT que dan noticias de Halo en habla hispana (creo que fue SparCkL).
Milik escribió:@Intolerable Te parece que el Youtuber del que hablo miente o suelta noticias falsas?
Milik escribió:@Intolerable Te acabo de poner las notas de la propia 343. No hace falta ser un analista para ver que son bombas mucho menos efectivas salvo que te comas toda la metralla de golpe en donde haría más daño (el daño de las antiguas era de 2400 entre todas las púas en un arco amplio y el nuevo es de 2560 en un arco mucho más concentrado, por lo que si las colocas bien hay muchas posibilidades de que te tragues toda la metralla, lo cual sería mortal).
Funkeeper escribió:¿Es cosa mía o no juega ni perry a igualadas? A ver,juego por las mañanas que es cuando tengo un rato cuando trabajo pero las esperas son de escándalo...tengo el matchmaking ampliado y todo pero no sé,me sorprende que una franquicia icónica de la saga y un juego como este que ya no es el del principio este así...
Atxerit0 escribió:@eloskuro pero cambiar la compensación de armas es un puto coñazo. Debería haber una especie de configuración que se guardase y pudieses cargar cuando desees.
Yo encuentro partidas sin problema en casi todos los modos que juego.
Un saludo.
Hunder escribió:Pues curiosamente lo estoy empezando ahora. Y de momento, gratamente sorprendido con la campaña. Jugablemente es una pasada, y la épica BSO me está encantando.
arkadia3 escribió:@J2MRaiden, @owenkz, lo de “están en proceso de validación de la solución aver si les funciona”….tooocate los cojones, me a dejao loco
eloskuro escribió:arkadia3 escribió:@J2MRaiden, @owenkz, lo de “están en proceso de validación de la solución aver si les funciona”….tooocate los cojones, me a dejao loco
Lo he resumido yo de mi ingles de chichinabo.
Han tratado de solucionarlo y de momentos las correcciones han fallado. Estan jodidos pero confiados en que lo solucionarán, ya que es su prioridad número uno. Obviamente cuando vas a lanzar un parche primero va a validación y pasa una semana o lo que sea, y si se valida correctamente y se lanza, luego habrá que ver en la vida real se vé si ha tenido efecto.
Hablamos de servidores y cosas bastante complicadas. En teoria puede funcionar, pero en la práctica puede fallar por cualquier cosa no prevista. Por eso pusieron mas telemetria específica para isolar el problema.