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Halo Infinite News

Sandbox Updates

Operation: Fleetcom arrives on July 30, and it is bringing in new modes such as VIP, highly requested features in Forge such as music and Steitzer’s VO, and numerous other quality of life updates. To go along with those features and content additions, we’ll also be updating the gameplay experience with balance updates based on player data and community feedback.



This week, we sat down with the development team to talk about the weapons, legendary weapon variants, grenades, and vehicles that are getting improvements in Halo Infinite’s multiplayer when Operation: Fleetcom lands.

Let’s hear what they have to say about the update!

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[h2]Weapons[/h2]



[h3]Disruptor[/h3]

Return of the king! The Disruptor’s damage-over-time effect (DoT) is back. When it previously had the damage over time effect, it would only require 3 shots to trigger and it would linger for a long period of time. Now, the shock pistol will require 4 shots to land on their target in order to trigger a supercombine and its resulting damage over time. If a player is able to string together two of these supercombines, they will have put enough damage on their opponent to secure a kill. A few other updates also have come in alongside this to help improve the feel of the gun when using it and when getting hit by it, and we’re excited to see it back in action.
  • Damage over time returns
  • 8 shots to kill (2 supercombines)
  • Removed particle effect from (Event) 1p_loop
  • Adjusted particle screen effect to be less intrusive
  • Damage upper bound (high) decreased 70 >> 35
  • DOT damage will not continuously cause descope


[previewyoutube][/previewyoutube]

[h3]M392 Bandit & Bandit Evo[/h3]

We wanted to address some feedback about the Bandit’s damage per second and effect on the overall pace of play. The main change is we slowed down the rounds per second to give players more time to react amidst combat instead of being quickly eliminated before they could react.

We feel this is a healthy change that will improve the meta in both social and Ranked play.
  • Slower rate of fire to address community feedback around time-to-kill
    • Rounds per second (low & high) 2.9 >> 2.715
  • Improvement to red reticle headshot accuracy


[previewyoutube][/previewyoutube]

[h3]Sentinel Beam[/h3]

To improve the Sentinel Beam’s consistently, we wanted to revise some of the complexity regarding the damage output. The Sentinel Beam will do the same amount of damage no matter the range you are between you and your opponent. Coupled with that, we have disabled headshot capabilities with this weapon as it was adding too many variables to the damage scaling.

Now, the Sentinel Beam should feel more consistent while dealing a clear, readable amount of damage for the player using it.

  • Improve the feel of the Sentinel Beam by tuning its damage output to be more consistent
  • Increased base damage
  • Removed damage fall off
    • Increased damage lower bound 0 >> 3.5
    • Decreased damage upper bound (low & high) 4 >> 3.5
  • Removed headshot multiplier
    • Disabled feature flag “can cause headshot”
    • Decreased headshot damage multiplier 2 >> 0




[h3]Ravager[/h3]

To help bring the Ravager some more attention, we’ve given its primary fire an increase in damage.

Previously, the Ravager needed to hit 6 shots from its burst-fire barrage to secure a kill, which could kill in 2 bursts but often required at least 3 bursts on a moving target. Now, the Ravager will only require 5 direct shots to kill, which should result in more consistent 2 burst kills. You won’t want to sleep on this weapon anymore.
  • Slight buff (5 shots instead of 6)
    • Increased damage lower bound 20 >> 30
    • Increased damage upper bound (low & high) 20 >> 30




[h3]MA40 AR[/h3]

We wanted to help improve the reliability and feel of the MA40 AR. Previously, when using the MA40 AR at full-auto, the reticle would get bigger and the bullet spread would expand—resulting in the normal “bloom” behavior. However, when the AR reached its maximum bloom state, the bullets were trending only to the edges of that bloomed reticle. This meant that there could be times the weapon would be shooting around the opponent, as the bullets would not land closer to the center of the reticle.

Now, to help improve the feel of the AR, bullets will land anywhere inside the reticle—increasing the chance that a player with accurate aim will secure their kill. This change has resulted in a more consistent handling experience of the AR.
  • Adjusted Assault Rifle error angles to give a more consistent feel
    • Minimum error angle (high) 0 >> 0.25
    • Maximum error angle (low) 0 >> 0.25
    • Maximum error angle (high) 2.1 >> 1.3

[h3]Skewer[/h3]

The Skewer packs a heavy punch, but we commonly see a “one and done” scenario. To address this, we’ve increased reload speed to give players more opportunity to fire off multiple shots amidst combat.
  • Faster reload speed
    • Reload playback speed scale 1 >> 1.2
    • Reload while empty playback speed scale 1 >> 1.2




[h3]M41 SPNKr[/h3]

To address some inconsistencies with close range SPNKr explosions leaving players with a sliver of health, we’ve adjusted the weapon’s damage fall off curve. This is to better reward players for more accurate SPNKr explosions around enemies. To compensate for this change, we’ve brought in the outer damage radius. We also wanted to increase the ammo reserve to match legacy titles, and help reward players who are able to earn or scavenge for more ammo on the battlefield.
  • Damage fall-off feels more consistent
    • Adjusted fall off function so players are not left with a sliver of health
  • Outer damage radius adjusted
    • Lowered radius high 3 >> 2.5
  • Increased max reserve ammo
    • Rounds total maximum 6 >> 8


[h3]S7 Sniper[/h3]

Similar to the SPNKr above, we also wanted to increase the S7’s ammo reserve to match previous Halo titles. We believe this rewards players who are able to earn that ammo on the battlefield by increasing their ability to go on a sniper spree.
  • Increased max reserve ammo
  • Rounds total maximum 20 >> 24

[h3]CQS48 Bulldog[/h3]

We noticed that only being able to backpack 14 shots in reserve was a bit limiting at times, especially in Infection modes. To help improve the scavenging story of the Bulldog, we’ve increased its ammo reserves to reward players who are able locate more shells while fighting for survival.
  • Increased max reserve ammo
    • Rounds total maximum 21 >> 28




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[h2]Legendary Weapon Variants[/h2]

[h3]Ravager Rebound[/h3]

Brute Ravager?! The changes to its primary fire were inspired by the beloved Brute Shot from previous Halo games. We wanted to improve the Ravager Rebound’s effectiveness while creating a new, and somewhat relatable, experience for our players.

Additionally, the charged-up shot has also gotten a significant utility increase. Its pool of damage will now deal more damage. And, if it hits an opponent directly, it will result in an instakill.

Expect the Ravager Rebound to be more reliable and efficient compared to its previous iteration. Consider yourself warned!
  • Primary fire will now explode on direct player impact or bounce off geo and explode
    • Round per second 2.1 >> 3
    • Fire recovery time 0.4761905 >> 0.25
    • Empty recovery time- 0.4761905 >> 0.25
    • Damage lower bound 130 >>100
    • Damage upper bound 130 >>100
  • Primary fire will now fire 1 projectile
    • Added firing param to change shots per fire
    • Shots per fire 3>>1
  • Charged up shot will instakill on a direct hit
    • Damage lower bound 20 >> 300
    • Damage upper bound 45,45 >> 300,300
  • Increased the damage of charged shot’s AoE
    • Radius 0,0 >> 0.3, 0.95
    • AoE core radius 0 >> 0.3
  • Added impulse to primary fire damage effect
    • Instantaneous acceleration 2.9 >> 1.25


[previewyoutube][/previewyoutube]

[h3]Impact Commando[/h3]

We wanted to improve player accuracy with this weapon as we have seen the Impact Commando not be as consistent when bloom is in full effect. The bloom has been reduced to give you more consistent aiming and damage output capabilities.
  • Reduced bloom
    • Lower bound deceleration time 28 >> 0.2146
    • Upper bound deceleration time 28 >> 0.2152
  • Adjusted Impact Commando Rifle’s aim down sight transition time
    • Ads state enabled fraction 0 >> 0.3
    • Tc transition in fraction 0.8,1 >> 0.5,1
    • Ads scope swap transition fraction 0 >> 1
    • Magnification 1.4 >> 2
  • Magnification profile setting 1.4 >> 2.5

[h3]Riven Mangler[/h3]

The goal for this change was to freshen up the shooting style for the Riven Mangler, as it was starting to feel a bit sluggish. With a now faster rate of fire, expect to output more damage per second leaving your enemies in the respawn screen.
  • Increased rate of fire
    • Rounds per second 30 >> 2.0875
    • Fire recovery time 0.75 >> 0.3
    • Empty recovery time 0.75 >> 0.3
    • Soft recovery fraction 0.35 >> 0.4
  • Reduced gun kick
    • View kick deceleration timer 0>>.45
  • Faster clean up on projectile effect
    • Det timer 3 >> 1

[h3]Volatile Skewer[/h3]

Better accuracy was the main goal for this change, which now the Volatile Skewer has the same projectile path as the default Skewer. Also, we wanted to reduce any clunkiness with reload speed, so you spend more time firing the weapon than anxiously awaiting that reload to finish.
  • Trajectory now matches the default Skewer
    • Air Gravity Scale 3.25 >> 2.125
    • Initial Velocity 90 >> 120
  • Increased reload speed
    • Reload playback speed modifier 0.1 >> 0.3
    • Reload while empty playback speed modifier 0.1 >> 0.3
  • Increased damage
    • Damage upper bound – [190,190] >>> [280,280]

[h3]Stalker Rifle Ultra[/h3]

More damage equals more fun! The Ultra Stalker Rifle now will deliver that fulfilling Perfect Kill medal in 3 shots, in order to match its base version. We also wanted to address the feedback around the weapon sometimes jamming, which should happen less frequently with the new boost in rate of fire.
  • 3 shots to kill instead of 4 shots to kill
    • Headshot damage multiplier 3.25 >> 3.5
    • Damage lower bound 53 >> 80
    • Damage upper bound 53,53 >> 80,80
  • Increased rate of fire (address jamming concerns)
    • Fire recovery time 0.265 >> 0.25
    • Empty recovery time 0.265 >> 0.25
  • Adjusted aim down site transition time
    • Tc transition in fraction 0.2,.2 >> 0.6,1
    • Magnification 1.5 >> 3
    • Magnification profile setting 1_4 >> 3_0
    • Zoom transition time 0 >> 0.2

[h3]Unbound Plasma Pistol[/h3]

[previewyoutube][/previewyoutube]

This is not your ordinary Plasma Pistol, it’s Unbound! The Unbound Plasma Pistol now fires 3 projectiles per primary trigger pull. To better align weapon behavior, we’ve also increased heat resistance to increase the duration to overheat. And, we’re happy to hear how much you love the EMP behavior on the default Plasma Pistol, so we made sure to add that here as well.
  • Primary fire now shoots 3 projectiles
    • Shots per fire [1,1] >>> [3,3]
    • Fire recovery time 0.1 >>> 0.03333334
    • Empty recovering time 0.1 >>> 0.03333334
    • Soft recovery fraction 0.6 >>> 0
  • Primary fire is now more accurate
    • Guided angular velocity random range [5, 15] >>> [150, 150]
    • Guided angular velocity at rest 15 >>> 40
  • Increased heat resistance
    • Heat loss per second modifier 0 >>> 3.75
  • Charged shot now EMPs
    • Side effect changed from none >> emp
    • Enabled feature flag “use EMP behavior”
  • Charged shot slightly slower but is more accurate
    • Initial velocity 40 >>> 30
    • Final velocity 40 >>> 30
    • Guided angular velocity random range [0, 0] >>> [250, 250]
    • Guided angular velocity at rest 0 >>> 80
  • Charged shot now shoots 8 projectiles
    • Projectiles per shot 6 >>> 8

[h3]Flexfire Sniper[/h3]

The Flexfire Sniper’s ready up time was feeling a tad too lengthy. To address this, we’ve sped up the initial playback speed. So, whether you pick it up off a pad or from the ground, you will be able to line up and fire faster than before.
  • Added animation modifier block element to barrel configuration
  • Increased ready initial playback modifier 0.3%

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[h2]Grenades[/h2]

“I believe I can fly!”

The impulse for Fragmentation, Plasma, and Spike grenade physics has been increased and tuned to give you increased jump height and provide more opportunity to hit those coveted grenade jumps. Also, a feature has been added that if your spartan is grounded, you will not be impacted by the impulse.

We can’t wait to see you all reach new heights.

[previewyoutube][/previewyoutube]

[h3]Frag Grenades[/h3]
  • Added impulse to frag grenade damage effect
    • Instantaneous acceleration increased 1.75 >> 3.5
    • Grounded player acceleration scalar decreased 1 >> 0.1

[h3]Plasma Grenades[/h3]
  • Added impulse to plasma grenade damage effect
    • Instantaneous acceleration 2.15 >> 3.75
    • Grounded player acceleration scalar 1 >> 0.1

[h3]Spike Grenades[/h3]
  • Added impulse to spike grenade aoe damage effect
    • Instantaneous acceleration 1.25 >> 3.25
    • Alt instantaneous acceleration 2.75 >> 3.75
    • Grounded player acceleration scalar 1 >> 0.1

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[h2]Vehicles[/h2]



[h3]Ghost[/h3]

The Ghost has been seen performing quite well and sometimes to degree of feeling a bit too powerful. To address this feedback, we’ve slightly lowered the health of each of the wings so players can more easily destroy and thus hinder the Ghost’s movement. Also, we’ve done some work to the Ghost’s reversal speed and lateral movement in hopes to keep Ghost play more in check.
  • Lowered health for left and right wing of Ghost
    • Right_wing and Left_wing: Maximum vitality percentage base value decreased 0.085 >> 0.075
  • Decrease to Ghost’s reverse speed
    • Maximum reverse speed decreased 5.5 >> 3.5
  • Slowing down the Ghost’s lateral movement
    • Maximum left slide decreased 5.5 >> 4.5
    • Maximum right slide decreased 5.5 >> 4.5
    • Slide accel against direction decreased 10 >> 5

[h3]Banshee[/h3]

We want to bring the Banshee back into the spotlight with this update. One of the ways we wanted to do this was by reducing how much damage the Banshees take when scraping and colliding with surfaces. We’ve adjusted both weapons from the Banshee in hopes to see more kills from the sky. Then, to help add to its dogfighting potential, we fine-tuned its left and right roll capabilities.
  • Moving forward
    • Minimum velocity for game damage 2.88 >> 11.52
    • Minimum velocity for absolute damage 2.88 >> 11.52
  • Using boost
    • Minimum velocity for game damage 2.88 >> 14.4
    • Minimum velocity for absolute damage 2.88 >> 14.4
  • Increasing damage for Banshee’s dual cannon gun
    • Damage lower bound 29 >>40
    • Damage upper bound (low & high) 29 >>40
  • Faster fire recovery time for the Banshee bomb launcher
    • Fire recovery time 3.25 >> 2 seconds
  • Increased projectile velocity of Banshee bomb launcher
    • Initial velocity 15 >> 20
    • Final velocity 12 >> 17
  • Adjustments made to Banshee tricks, roll_left & roll_right
    • Velocity preservation changed trick relative > world relative
    • Camera interpolation time 0 >> 0.4 seconds
    • Trick exit displacement reference 0.5wu >> 0wu


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That’s a wrap for this preview of the sandbox updates coming to Halo Infinite next week, July 30!

We’re excited to see you all go hands-on with these changes when they roll out alongside Operation: Fleetcom. And, as always, please continue to share your thoughts around the sandbox with us online. We’re always keeping a close eye on community feedback and player data to see how we can improve the experience for everyone.

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To learn more about Operation: Fleetcom, check out our other blogs:
  • New Mode – VIP: Learn more about Halo Infinite’s new take on VIP mode from Halo 3.
  • Forge Updates: Music, Multiplayer Announcer, Nav Marker improvements, and more!

Forge Updates

Halo Infinite’s next content update and Operation arrives on July 30, and we’ve got a veritable treat for all you Forgers out there who are looking to enhance your creations with additional authentic details—from the unforgettable voice of Jeff Steitzer to the implementation of music, additional nodes for scripting, and much more!



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[h2]Enter Jeff Steitzer[/h2]

Unfrigginbelievable!

[previewyoutube][/previewyoutube]

The beloved voice of Halo’s multiplayer announcer, Jeff Steitzer, has come to Halo Infinite’s Forge.

With the arrival of the next content update, players will have access to over 1,000 of Jeff Steitzer’s voice lines in Forge. Implementing these into your modes and experiences will add just that extra layer of authenticity, immersing you further into custom experiences that will feel like they’re dev-made—or perhaps you just want to have fun with these lines being at your disposal and go for maximum silliness!



The breadth of lines being added is quite vast—from existing Halo Infinite modes, to Medals, to game state, to experiences we expect players may want to create in Forge (such as Race, Grifball, Regicide, etc.). You may even find a few wacky lines from the recording booth that felt like they’d be fun to include, like “Extra Crispy!”

And, to allow maximum control with this new feature, you can also ensure that only the intended players or team will hear each line set up in Forge’s nodegraph:
  • Play Announcer Voiceover for All Players
  • Play Announcer Voiceover for Player
  • Play Announcer Voiceover for Team

Find this new functionality alongside the new “Announcer Voice” custom game option (found under Match) to adjust mode communication. Do you want to increase the presence of announcer-based voice lines, or perhaps limit them to just Medals—or remove it entirely for more immersive campaign-style experiences? This is where you’ve got complete control to get it exactly how you want it.

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[h2]Needs More Monk Chanting[/h2]

[previewyoutube][/previewyoutube]

As Forge has continued to expand in Halo Infinite, with entire campaign-style missions being (re)created by our unbelievably talented cartographers in the community, we’ve heard your desires to be able to implement music into these experiences.

Well, when you jump into Forge after the new update lands, you will find that the soundtrack from Halo Infinite’s campaign has been added with a variety of situational nodes that will help enhance your Forge creations.

To provide as much control as possible, we brought the system over exactly as it was implemented in the campaign, allowing Forgers to use scripting to plug into the same tools used by our Audio Team.



The tracks are divided into different themes, listed under audio containers. For example, you may wish to implement some Banished-themed music listed under “Banished Ambient Set A” to instill a feeling of dread, or a heroic theme for when the action picks up under “Heroic Combat Set B.” These audio containers contain a variety of different tracks that create the same mood but randomize which track plays, ensuring that the music doesn’t feel repetitive.

Try ‘em out and see what atmospheric textures you can lend to your maps and experiences!

The total list of music themes include:
  • Banished
  • The Endless
  • Forerunner
  • Monitor
  • Covenant
  • UNSC
  • Heroic
  • Special
  • 8-Bit

To ensure granular control of music, the nodes have been built in with audience control in mind:
  • Play Music Track for All Players
  • Play Music Track for Player
  • Play Music Track for Team
  • Stop Music Track for All Players
  • Stop Music Track for Player
  • Stop Music Track for Team

And yes, the iconic Monk Chant and Warthog Run music will be included when this functionality arrives in Forge next week.

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[h2]Point the Way[/h2]



Nav markers, we’d be lost without ‘em!

Nav markers are UI elements that help with player “readability” for different modes. How do you know the enemy has your flag? Nav markers. How will you be able to tell that a nearby enemy has dropped skulls in the Headhunter mode? You guessed it: nav markers!

We’re giving players an unprecedented level of control over this feature to help further refine modes and experiences to help them feel more authentic. If you’re creating a Headhunter experience and you want to let players know that an enemy nearby has dropped skulls, but you don’t want to overload players’ HUDs with markers if another player was eliminated on the other side of the map, you will be able to have that level of granular control.
  • Nav Marker [Global] – This will create or get a Nav Marker from a global context. This will allow Nav Markers to be modified across script brains. The existing Nav Marker node will only access markers local to the script brain.
  • Negate Nav Marker Player Base Filter – Negates the filters applied to a Nav Marker using the Set Base Filter Player’s Visibility. Players that were designated to pass the filter will no longer pass. And vice versa.
  • Negate Nav Marker Player Distance Filter – Negates the filters applied to a Nav Marker using the Set Distance Filter Player’s Visibility. Players that were designated to pass the filter will no longer pass. And vice versa.
  • Negate Nav Marker Team Base Filter – Negates the filters applied to a Nav Marker using the Set Base Filter Team’s Visibility. Teams that were designated to pass the filter will no longer pass. And vice versa.
  • Negate Nav Marker Team Distance Filter – Negates the filters applied to a Nav Marker using the Set Distance Filter Team’s Visibility. Teams that were designated to pass the filter will no longer pass. And vice versa.
  • Set Base Filter Player’s Visibility – Using this node, you can control the visibility of Nav Marker’s for each individual player in the game. Input the Nav Marker and Player and decide if they should pass the visibility filter or not.
  • Set Base Filter Team’s Visibility – Using this node, you can control the visibility of Nav Marker’s for each team individually. Input the Nav Marker and Team and decide if they should pass the visibility filter or not.
  • Set Distance Filter Player’s Parameters – This node will define the distance at which a player can see a nav marker. Use this node alongside Set Distance Filter Player’s Visibility to enable for a player.
  • Set Distance Filter Player’s Visibility – This node will enable controlling the visibility of a nav marker by distance for individual players. The distances used are define by the Set Distance Filter Player’s Parameters
  • Set Distance Filter Team’s Visibility – This node will enable controlling the visibility of a nav marker by distance for teams. The distances used are define by the Set Distance Filter Team Parameters
  • Set Distance Filter Team’s Parameters – This node will define the distance at which a player can see a nav marker. Use this node alongside Set Distance Filter Team’s Visibility to enable for a player.
  • Clear Nav Marker Distance Filters – Clears all distance based visibility data on a given nav marker. Use this when you want to reset distance settings and apply new settings.
  • Clear Nav Marker Base Filters – Clears all visibility data on a given nav marker. Use this when you want to reset distance settings and apply new settings.
  • Set Nav Marker Icon – Set the icon for the default presentation type on nav markers. The new icons are as follows:
    • Active Camo
    • Alpha
    • Attack
    • Bomb
    • Boss
    • Bravo
    • Charlie
    • Dead
    • Defend
    • Delta
    • Destroyed
    • Echo
    • Equipment
    • Flag
    • Foxtrot
    • Generic
    • Generic Arrow
    • Grenade
    • Hacking Terminal
    • Kill
    • KOTH
    • Oddball
    • Overshield
    • Power Seed
    • Quantum Translocator
    • Vehicle
    • Weapon
  • Set Nav Marker Progress – Set the nav markers progress bar for the default nav marker presentation type.
  • Set Nav Marker Progress Team – Set the team for the nav marker progress bar.
  • Set Nav Marker Type – Set the nav marker presentation type. This will change how the marker presents itself in the game. Some nav marker functionality is only applicable to the default nav marker type. The new types are as follows:
    • Multiplayer Objective
    • Enemy
    • Ally
    • Acquiring
    • Locked
    • Item
    • Generic Objective
    • Waypoint
    • Ally pulse
    • Neutral
    • Coop
    • Arrow
    • Enemy callout
    • Item pad
    • Location
  • Set Nav Marker Message – Takes input from a Create UI Message node and applies it to a nav marker. This significantly increases the kinds of phrases that can be communicated with nav markers.

Before, players were able to string together only a single word which could make UI messages unclear or confusing—particularly for more complex custom modes. We heard your feedback and we’re giving you greater control over this feature. Communication is key!

[hr][/hr]
[h2]New Text Strings & Message Templates[/h2]



As you build new experiences in Forge, you may want to provide players with information in text strings that appear in the heads-up-display—things like objectives, instructions for custom minigames, and so on.

We’ve added new strings which will give you access to over 600 new words and phrases, and there is a new template node for creating messages in Forge titled “Create UI Message.” This particular node expands on the Create UI Message [A] and Create UI Message nodes by accepting 3 strings as inputs.

As noted in the previous section, this should help to reduce ambiguity and uncertainty about what to do and how to do it in custom-made modes. In addressing this major request from community feedback, players are now able to combine many different words in many different ways, as you can see in the list below:
  • “[String 1] [String 2] [String 3]”
  • “[String 1] [String 2]: [String 3]”
  • “[String 1]: [String 2] [String 3]”
  • “[String 1] the [String 2] [String 3]”
  • “[String 1] at [String 2] [String 3]”
  • “[String 1] while [String 2] [String 3]”
  • “[String 1] during [String 2] [String 3]”
  • “You [String 1] [String 2] [String 3]”
  • “Enemy [String 1] [String 2] [String 3]”
  • “Your team [String 1] [String 2] [String 3]”
  • “Enemy team [String 1] [String 2] [String 3]”
  • “[String 1]: [String 2]”

[hr][/hr]
[h2]VIP Mode Nodes[/h2]



Originally introduced in Halo 3, VIP is coming to Halo Infinite. In this mode, each team has a player that is designated as the VIP—the objective is to eliminate the other team’s VIP while defending your own.

New nodes have been added to Forge for the VIP mode and can be used to enhance or modify the mode’s functionality.

Nodes include:
  • Get Is VIP – Input a player, and return if they are currently the VIP on their team.
  • Set VIP – Set the VIP of a team.
  • Clear Team VIP – Clear the VIP of any given team.
  • On New VIP – Event node indicating that a new VIP has been selected.
  • On VIP Killed – Event node indicating that a VIP has been killed.

Note: Use these nodes in conjunction with the Automatic VIP Selection Enabled custom game option in VIP to have full control over VIP selection.

[hr][/hr]
[h2]Additional Awesomeness[/h2]

Alongside all of the above, we’ve got some additional improvements coming to Forge through nodegraph scripting that will help to enhance your creations.

[h3]New Name Locations[/h3]

With this update, over 500 name location volumes have been added to Forge. These name locations come from all corners of the game and will help Forgers control callouts on their maps with increased accuracy and granularity.

[h3]Armor Effects[/h3]

You can now apply the mode-related armor effects from Infection and VIP to highlight or distinguish a player, as well as choose if the effect persists through respawning or if it disappears upon death.



[h3]Activate Spartan Tracking[/h3]

Y’know at the end of a round in Halo Infinite’s Firefight where you will automatically send out a ping to locate any nearby weapons, vehicles, and equipment items? This has been added to the nodegraph, allowing the Forge to trigger an environment scan whenever they want in their mode.

[h3]Apply/Get Player Overshield[/h3]

Also inspired by Firefight, players who are revived (and the player who did the reviving) are granted an overshield. This has also been added to the nodegraph.

[h3]Minigame Variants[/h3]

We have added more variants so that players can script around them. For example, you may wish to create a BTB One-Flag minigame which features Pelican and weapon drops.

Minigame Modes
  • Minigame Asymmetrical
  • Minigame BTB Asymmetrical
  • Minigame Competitive
  • Minigame Competitive Asymmetrical

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That’s a wrap for this preview of what’s to come in Forge with Halo Infinite’s next content update!

To learn more about Operation: Fleetcom, check out our other blogs:
  • VIP: Learn more about Halo Infinite’s new take on VIP mode from Halo 3
  • SANDBOX UPDATES: Discover all the new weapon and vehicle tuning details coming in Operation: Fleetcom

VIP

Operation: Fleetcom is bringing a whole host of updates with it, and we’re here to tell you all about it. Today we’re going to be talking about game modes, but there’s plenty more on the horizon with information about sandbox updates, Forge updates, and QoL updates.

Halo Infinite’s next content update ushers in the return of a fan-favorite mode to the game. Let’s check it out!

[previewyoutube][/previewyoutube]

[hr][/hr]

[h2]The Return of the King VIP[/h2]

Not seen since Halo 3, VIP returns! The catalyst for many fun and unique custom games, this return has been a long time coming.

If you are not familiar, VIP is very much a team-based mode and generally played 4v4. This will be the case for Halo Infinite. Each team will have a game-designated initial VIP and it’s up to you to keep your VIP alive while also taking down the opposing team’s.

[hr][/hr]
[h2]//RE: PRIORITY TARGETS – PROTECT / NEUTRALIZE[/h2]

To win, your team must be the first to reach 10 points. It might seem like a cakewalk but there’s a couple of things to keep in mind:
  • The VIP has extra health, so it’ll take a bit more to neutralize them
  • Everybody else will be defending the VIP like the match depends on it
  • Each VIP kill is worth one point

If your VIP dies, the next player on your team to die takes up the mantle and becomes the team VIP when they respawn. You will be identifiable to the other team by virtue of effects (similar to Infection) and a nav marker above your head (so no, you cannot become the VIP and then hide the whole match to save your points!).

Work in tandem with your team, stick together, and remember to protect your VIP with your superior skill—but where that might fall short, your life will do.

When the playlist launches alongside Operation: FLEETCOM on July 30, you’ll be yelling, “Get down, CINCONI !” on the following maps:
  • Bazaar
  • Catalyst
  • Forbidden
  • Forest
  • Illusion
  • Interference
  • Prism

Gather up your squad of Spartans, build out your protection details, and get ready to travel as a pack as you protect your VIP! If you miss your chance during the featured weeks, don’t fret – VIP will later be added to the options available to you in Match Composer.

[hr][/hr]
[h2]Very Immense Possibilities[/h2]

Not only will VIP be in matchmaking, the mode is also being added to Forge and Custom Games immediately when it launches. That means you’ll be able to get your hands on it and work your magic, creating your own experiences using a new suite of VIP-related custom game options.

And, to help you further customize your mode experiences, we’ve brought over VIP’s mode logic to Forge as well. The new mode will be available in Forge’s mode creator tool and multiple new VIP nodes will be added to the nodegraph scripting feature.

These tools can be used to enhance or modify the functionality however you please:
  • Set VIP – Set the VIP of a team
  • Clear Team VIP – Clear the VIP of any given team
  • On New VIP – Event node indicating that a new VIP has been selected
  • On VIP Killed – Event node indicating that a VIP has been killed
  • Get Is VIP – Input a player and return if they are currently the VIP on their team
  • Set VFX Status – Input a player to apply the new VIP visual effects on their Spartan

We’re looking forward to seeing your creativity take shape with the modes you create from having all these VIP tools in your arsenal once it hits Forge. Not to mention the close saves and narrow escapes you pull off!

[hr][/hr]
[h2]But Wait...[/h2]

There’s more!

Later this Operation, you’ll be able to hunt down and enjoy that pure dopamine rush you can only get when scoring a handful of skulls in the midst of a fierce firefight. The risk vs reward is high…

Yes, Headhunter is returning as well!

More on that later, however. In the meantime, keep your head on a swivel, and your reflexes sharp. Your VIP is depending on you for protection!

Halo: Anvil Accord

March 3, 2560. The human and Sangheili crew of Anvil Station mark the seventh anniversary of the Covenant War’s end as they weigh past burdens with hope for the future.



[hr][/hr]

Halo: Anvil Accord is available here, on Halo Waypoint, as a free PDF, and in audiobook format on YouTube.

[previewyoutube][/previewyoutube]

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[h3]Historian's Note[/h3]

Halo: Anvil Accord predominantly takes place on March 3, 2560, on the seventh anniversary of the formally declared end to the Human-Covenant War.

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PRIVATE COMMUNIQUE
JULY 2, 2553
CLASSIFIED TOP-SECRET

>> 07960-48392-TH // FADM HOOD, TERRENCE
<< ARBITER ‘VADAM, THEL

RE: ANVIL INITIATIVE

Arbiter,

Apologies for the method of communication for this message. I did not wish to suggest hosting a summit to discuss the matter, as initiating such diplomatic proceedings would inevitably attract bureaucratic concessions that I would prefer to make later rather than sooner.

Not long ago, I told you that I couldn’t forgive your kind for the atrocities committed against mine. I still struggle with it, but our recent deployment to Sanghelios with Infinity opened my eyes to the reality that things are far more complicated than they seem.

I’m sure that Infinity’s involvement in neutralizing the hostilities on your doorstep has only complicated things further for you as well. We both find ourselves having to take unconventional actions in unprecedented times. With that comes an opportunity to lay a foundation of hope for the future.

After our last conversation, it’s become clear that we both have emerging generations for whom the Covenant War will eventually be a distant memory. Difficult as it is to imagine, there will come a time when our peoples will not carry the burdens and prejudices of the many who suffered over the last twenty-eight years... I believe they will hope to be part of something greater. Even as certain elements aim to ensure this alliance does not grow beyond a momentary accord of convenience, I have to believe that the children of our children will one day see the best in each other.

But that work must begin today, soon as it may seem.

During the war, Anvil Station served as a repair and resupply outpost, but fell into disuse a few years ago. The question of what to do with this station has fallen under my purview, which brings me to the crux of my inquiry.

I propose we use this facility to establish a joint multispecies task force. Officially, Project: CRUCIBLE will serve as a retrofit job to test skunkworks prototypes as our technologies become more integrated, leveraging the finest artisan-armorers, technical experts, and warriors who fit the desired profile. Our broader goal will be fostering cooperation and common cause.

Should you agree, we can make preparations and begin screening for the right personnel.

Until we meet again...

Terrence Hood
Fleet Admiral

[hr][/hr]

MARCH 3, 2560 // 0900 HOURS
ANVIL STATION // ARMOR BAY G-11


Dr. Luther Mann and Chief Warrant Officer Dariya Voronkov scrutinized the assembled set of armor before them. Voronkov wheeled her chair closer and pulled out a pair of thick-rimmed glasses to study it in close detail.

The ASSAILER powered armor had turned up during an operation conducted by the Office of Naval Intelligence a short while back. It bore a striking resemblance to several Sangheili combat harnesses. Anvil Station’s personnel and resources had been deemed the perfect fit to study, analyze, and test the unique features and capabilities of this new mystery.

They had provided the ASSAILER's components to several Spartans who were looking to conduct their own stress tests. Mann had already observed half-a-dozen of them wandering over to various war games simulation decks.

“Greetings,” came a voice from behind them, and both turned to see an approaching Sangheili. He halted a few feet away from them and raised a fist to his chest.

“You must be Khar ‘Tvorn, our new artisan-armorer.” Dr. Mann spoke in well-practiced Sangheili. “A pleasure to meet you.”

Khar ‘Tvorn was clad in a unique harness specialized for Sangheili craftsmen, its curved plating fitted with an assortment of hidden tools and sensors. The Sangheili nodded politely to Dr. Mann. If he was surprised at all to hear a human speaking his language without a translator, he did not show it. Joining the pair, the Sangheili began conducting his own visual assessment of the armor.

“Recovered during an operation on Sqala,” Mann said. “Naval Intelligence were investigating some waylaid prototypes and the operative they sent discovered that they were being put to use by Venezian janissaries and independent contractors.”

“What do we know of these groups?” ‘Tvorn asked.

“Unfortunately, not an awful lot right now,” Voronkov replied. “A new problem, to be sure. The galaxy seems to be in a constant state of providing those.”

“No sense fretting about that today,” Dr. Mann smiled. “It’s a day of celebration, remember?”

‘Tvorn tilted his head slightly—a motion that Dr. Mann had come to understand was a Sangheili’s expression of confusion.

“Seven years to the day since the Covenant War’s end,” he clarified. “You didn’t know?”

This day marked the formal end to a war that had spanned almost three decades and saw billions of people killed and countless colonies razed, including Mann’s own homeworld.

In the end, it had been an unlikely alliance between humans and the Sangheili loyal to the Arbiter—now under the banner of the Swords of Sanghelios—that had severed the head of the Covenant, shattering the empire into disparate remnant factions.

“I was not present for the War of Annihilation,” ‘Tvorn clarified. “My people were fortunate to escape the reach of the Covenant during its founding age. It is only recently that we have found our way back, where we discovered that the Covenant as our ancestors had known it had already fallen.”

“Fascinating!” Mann’s eyes lit up. “You mean to say... your people developed as an entirely separate society and culture over thousands of years?”

Dr. Luther Mann had served as a scientific attaché for several joint missions between the UNSC and the Swords of Sanghelios, and was seen as something of an expert in the field of xenoanthropology. But an “expert” in this context meant very little when stacked against the long and expansive history of an alien civilization that was spacefaring at a time when humanity was at the height of classical antiquity.

“I am certain that is why the Arbiter has decreed that many of us who wish to serve are being sent to Anvil Keep. I believe he wishes for us to remain at a distance from the galaxy’s current political landscape.”

“Why do you think that is?” Dr. Mann turned his back to the armor, his attention now keenly locked onto a very different matter of study.

“I suggest you clear your schedule for the next lunar cycle or two, artisan-armorer,” Voronkov remarked with a grin. “You will receive no end of questions from this one.”

“My people escaped the Covenant at a time when it was composed only of Sangheili and San’Shyuum,” ‘Tvorn obliged Dr. Mann’s curiosity. “We have never encountered those that were forced into their species-based hierarchy over the ages that followed.”

Dr. Mann could see the value in that. It was highly unlikely that ‘Tvorn’s people held the prejudices that had become ingrained towards other species under the Covenant. That the Arbiter sought to preserve that perspective only served to bolster Mann’s respect towards the Sangheili leader—though, of course, that could only be sustained for so long.

He recognized that humanity bore that burden of judgment towards other species as well. For millennia, humans had looked up to the stars and wondered if they were alone in the universe... and the answer to that question had arrived with a war that almost wiped out their entire civilization. That put something of a sour note on the revelation that humanity was part of a far larger galaxy than they had ever thought possible.

“There are people out there who would hate you simply for being Sangheili.” Voronkov gave voice to Mann’s thought, though he could not fathom hating an entire species of billions. “Not everyone’s as much of a dreamer as Dr. Mann here.” She paused for a moment, as if wondering whether she should have given voice to that, but quickly resolved that it was something her associate needed to be reminded of at times—that today wasn’t necessarily an occasion to celebrate for everyone out there. How Dr. Mann had reacted to the loss of his homeworld wasn’t quite as universal as he sometimes took for granted.

“Is that how you feel, given your injury?” ‘Tvorn asked, gesturing as he spoke.

“Oh, I didn’t lose my legs to the Covenant.” Leaning back in her seat, Voronkov shook her head at the rising memory, “I lost them to an enemy bombing run while fighting other humans some twenty years back.”

“And did you hate them?”

“I did, for a long time. For years,” Voronkov mused. “‘Innies,’ we called ‘em. ‘All the same,’ we said about ‘em. Hatred is a hard thing to let go of...”

She could still vividly recall her last moments in combat as if they were playing out in front of her eyes all over again.

Rebel forces had claimed one of the major shipyards on Hellas, a smash-‘n’-grab operation that had taken advantage of the fact that the only personnel around at the time were a few dozen combat engineers of the UNSC Army.

They hadn’t stood a chance once the enemy had claimed an AC-220 gunship and a handful of Hornets, launching an array of missiles at anybody stationed near the firebase’s turrets.

Wasn’t even supposed to be there...

“I found my peace eventually,” Voronkov murmured, pulling herself out of the memory. But even as she said the words they came with a sour taste. “Rebuilt my life as best as I could. Reality is, humans will go on hating each other as we always have, and they’ll go on hating aliens as they’ve learned to. The pain we cause each other can’t just be taken away, it's part of what makes us who we are—even if it isn’t pretty.”

Voronkov glanced at Dr. Mann who looked as if he was in the process of trying to balance some kind of equation. “So, some hate because they can’t let go of the past, some hate because of ignorance, because they’ve been told to for so long, and some hate simply because they can... How does the galaxy move forward?”

The end of the Covenant War may have allowed humanity a chance to catch its breath now that it was no longer under the looming shadow of annihilation, but it certainly hadn’t ended conflict. Merely... changed it. There were more factors in play now, more complications, more “sides.” Hatred certainly wasn’t the sole factor motivating these groups, but it was a powerful one.

Dr. Mann knew that there were still bloody years to come. But there was hope as well. Between it all, those who were willing to look and move forward had been brought together.

He was glad that he had ultimately chosen an assignment here at Anvil Station rather than returning to the Ark. He had once thought to honor a friend he had lost—fellow scientist Dr. Henry Lamb—by disappearing from the galaxy entirely to join the research teams on the Forerunners’ extragalactic foundry. But he had responsibilities now—people to live for. Through this, he realized he could honor Henry by choosing to live in the galaxy he had helped to save.

“Which leads us back to the task at hand,” 'Tvorn returned their focus to the experimental armor. “To which group do you think those who built this armor belong? Who do they hate—and why?”

[hr][/hr]



MARCH 3, 2560 // 1300 HOURS
ANVIL KEEP // HANGAR BAY


Yshi ‘Nbara loved to fly.

Ever since she had been a hatchling, she had been told stories about the sky-chevaliers of old—legendary pilots and pioneers who rode through the skies of Sanghelios on the backs of the leather-winged predators known as ‘sKelln.

As 'Nbara approached her Elsedda-pattern strike fighter, a vacuum-sealed Banshee variant that served as a powerful interceptor in space combat, the biomimetic influence of those majestic creatures that defined aspects of the vehicle’s form filled her with a sense of connection to her peoples’ far-reaching past.

'Nbara was uncertain of how the rest of her fellow pilots within Harmony Wing felt as they too strode up to their fighters. She had only served with the others in their squadron for a few weeks and was still getting acquainted with them, both on an individual basis and their dynamic as a team. But each pilot of the wing was a volunteer, united in purpose—that in itself held the makings of kinship.

Need a hand getting into your Banshee, elder?” Spartan Natalie Kenzo spoke in a jovial tone over their internal closed channel. ‘Nbara had heard the Spartan and fellow Pilot Officer Syed Khan refer to wing leader Vran ‘Mkoth as “the elder” on several occasions despite him being older by only a handful of annual cycles. Clearly there was much about human humor she had yet to grasp.

The only hand I recall being offered was my own to you after our last sparring round, Spartan Kenzo,” ‘Mkoth replied.

Sometimes I worry that you two are going to bicker so much that you’ll crash into each other before we even leave the hangar.” Pilot Officer Khan spoke as he slid into the cockpit of his Banshee.

In which event, saving the galaxy will be up to you and ‘Nbara,” said Kenzo. “Which I’m sure you could do, but with way less style without us.”

Khan chuckled. “Way less something, that’s for sure.

The Banshee cockpit opened and ‘Nbara slid herself in, settling comfortably into the ergonomic interior. The craft’s holographic viewscreen synchronized to her helmet’s heads-up display and quickly linked to 'Mkoth, Kenzo, and Khan. She placed her hands over the spherical control grips that caused the craft to hum to life—its impulse drive powering up.

Comms check,” Vran ‘Mkoth spoke over their internal TEAMCOM channel as additional pre-flight checks were conducted, his tone now focused. ‘Nbara noted that he had recently taken to using the common human shorthand.

Harmony Two online,” replied Spartan Kenzo.

Harmony Three good to go,” Pilot Officer Khan confirmed.

“Harmony Four,” Ranger ‘Nbara concluded the callout. “Ready to fly.”

She felt the rising swell of anticipation in her hearts as their pre-flight checks cleared and Anvil Control confirmed their departure. She reminded herself that this was just a routine patrol run, nothing more than a box-ticking exercise in the grand scheme of things, but this was where she felt most alive. She was one with the movements of her fighter—in time, with her fellow pilots as well.

‘Mkoth winked a green status light across their synchronized HUDs and their Banshees darted forwards, the fighters’ wails turning to silence as they penetrated the hangar bay’s shield and were let upon the vast dark ocean of stars beyond.

[hr][/hr]



MARCH 3, 2560 // 2100 HOURS
ANVIL STATION // FACILITY COMMISSARY 3


"Okay, what about this one: how many fingers does a Sangheili have?"

"Twelve. Eight on our hands and four on our face."

"Aw, what the hell—did Jacobs tell you that one already?" Spartan Adrian Vesco pushed his third pint of ​hiskal across the table to join the other now-empty glasses. His expression one of disappointment.

"You overestimate your ability to communicate humor," replied the Sangheili warrior sitting across the table. "Your wit is as weak as your weapon."

"Is that why you can't beat my score on the carbine drills?"

Ovi 'Taar grunted in amusement at the Spartan's retort and the still-lingering disgruntled expression on the human’s face. "Ah, thank you for reminding me, I have not yet started the carbine drills this cycle."

"Yeah, yeah," Vesco pressed his hands to his face in a groan. "Just make sure you put the right finger on the trigger."

"I will be sure to try each one—just for you."

The music playing in the background grew louder as the track changed to a bass-heavy electronic dirge. Shots Fired was the name given to Commissary 3 on the leisure level of Anvil Station. It had become a favorite stop for training pairs coming off collaborative combat endurance drills—each pair typically being made up of one Spartan and one Sangheili, though there was a fair mix of non-augmented personnel sprinkled throughout the cohort to diversify the experience and expand any available data gathered.

Each day, scores of hand-selected warriors from both the UNSC and the Swords of Sanghelios engaged in a variety of drills, simulations, and multi-modal tactics courses—all finely crafted to increase the cooperative output of the multi-species effort. But despite all the rigorous training and strategic cross-examination, it could legitimately be argued that a post-sim evening in Shots Fired could do more to effectively progress cross-cultural diplomacy than a week of live-fire drills. Vesco and ‘Taar had been regulars for a while now, but the ribbing never seemed to grow old.

Vesco finished hailing down a server for another round and then turned back towards 'Taar. "Alright, fist-face. Your turn."

The Elite warrior pondered for a moment and then spoke. "How many humans does it take to operate a spacecraft?"

"Nobody knows, because the AI do everything anyway," Vesco finished the well-worn joke. "C'mon, that's an old one. Gimme something good."

"Very well," replied 'Taar. "Have you heard the one about the glassed planet?"

"No."

"Neither have they."

"Oh, damn... That is good."

"I heard it from Jacobs."

[hr][/hr]



MARCH 3, 2560 // 2300 HOURS
ANVIL KEEP // STATIONMASTER’S STUDY


“You’re worried.” Spartan Commander Vinay Sahil said matter-of-factly.

He had worked with Stationmaster Toda ’Murajai for over half-a-decade and could read the Sangheili now as well as any human—it was the stationmaster’s visible shift into stoic stillness that gave his concern away.

“There is a fine line between worry and caution,” ‘Murajai stood at the center of his study observing a stacked series of holographs projected from a round table, each laden with assignment and deployment details, strategic planning analyses, and hastily scribed conference notes.

Just two hours ago, they had received a distress call that necessitated a change in plans and the entire station was scrambling to coordinate a response. Tomorrow, they would begin the process of mobilizing their forces to answer the call.

To illustrate his point, ‘Murajai resumed the audio feed for station-wide communications as Sahil set his helmet down on the holotable.

You got those slipspace travel calcs ready yet?

Negative, we’re still takin’ inventory of how much we’re even able to send to Nysa.

Almost makes me wish they’d installed a real AI on this station. Y’know, they’d probably have run the numbers before I even finished asking the question...

If Anvil Keep did possess such an intelligence, you would not be here to ask any questions.

Point taken.

We’ve just received special dispensation to dock three of our fully loaded Condors aboard Sword of Conjunction along with Amity, Harmony, and Sympathy wings. Sounds like our ride to the fight just got an upgrade!

Oh, I’m buyin’ whoever made that arrangement happen a year’s supply of hiskal! Rerunning travel calcs to Nysa based on A’uzr-pattern stats, I’ll have an update for you shortly.

The cacophony of chatter continued across a dozen different channels with scarcely a second for input.

“This is what they’ve been training for,” Sahil said reassuringly. “Listen to them. They’re ready.”

Years had been invested into building bridges and bonds between the human and alien personnel of Anvil. Every decision had been made to demonstrate the power of collaboration, maximizing their impact as a team and turning them into a well-oiled machine.

'Murajai focused on a display showing a selection of units that had been chosen for long-range deployment. His attention settled on a list of paired names for Riftborn special operatives—Babych and ‘Toizari, Prentis and ‘Ookol, Vesco and ‘Taar... Sahil understood the stationmaster held the same desire as any leader—to have the time for one more round of training, one more systems check, one more opportunity that could make all the difference in the battle to come.

But a leader also needed to adapt when that wasn’t possible, when they had to let go and allow their warriors to put their training into action.

“We have prepared them to the best of our ability,” ‘Murajai spoke, as much to himself as to Sahil. “I only wish that we had more actionable knowledge on what they are being sent into.”

“Whatever the galaxy throws their way, they’ll have each others’ backs. Have faith in them.”

The axis of power in the galaxy had seen a series of turbulent upheavals in recent years, a far cry from the more clear-cut conflicts of the past. Ancient Forerunner constructs had been reactivated across the galaxy, followed by an uprising of artificial intelligences, and now the Banished and countless other factions were filling the power vacuum left in the wake of Cortana’s short-lived reign.

“Faith,” 'Murajai repeated the word with a grimace. The word aroused an instinctive reservation in the pit of his stomach. “I knew faith when it filled the infinite expanse of empty promises and false journeys into divinity by those who manipulated my people for countless ages.”

“Faith,” Sahil reiterated steadily, confidently. “In our brothers and sisters—their training, their sense of duty. In everything we have built and accomplished here.”

‘Murajai had to remind himself at times that humans used the word very differently. It was what their kind had learned when they faced the overwhelming might of the Covenant: how to hold onto the smallest and most distant hope in the face of annihilation. In some ways, this accord between their species reflected the true realization of the Covenant—an alliance brought together not by coercion and conquest, but cooperation.

Their people would not fight for abstract notions of holy ascension, but for each other. On the battlefield, these bonds could make the difference between victory and defeat.

‘Murajai clicked his mandibles once and powered down the holotable, finally conceding to Sahil’s counsel.

“Get some rest, Stationmaster,” Sahil said with a tone that was both kind and firm. “That’s an order.”

Amusement filled Murajai’s voice, "I do not believe that you have the authority to give me orders, Spartan Commander.”

“It's a flat team structure.” Sahil smiled back. He gestured to a group of four stone tablets lining the left-side wall, each of them etched with the saga of ‘Murajai’s clan. “You know, you’ve still yet to tell me the full story of these.”

“When this mission is over, perhaps I shall.” ‘Murajai looked to an empty space next to the fourth tablet as Sahil picked up his helmet and made to exit the study. “And perhaps we shall forge the next chapter together...”

343 Industries продолжает набирать людей для разработки игр "следующего поколения"

Студия 343 Industries по-прежнему набирает сотрудников для разработки игр нового поколения собственными силами. Об этом сообщили СМИ со ссылкой на опубликованные внутренней командой Microsoft вакансии.