Anvil's Legacy
From Halopedia, the Halo wiki
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| Anvil's Legacy | |
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Includes content for: |
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| Season information | |
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Start date: |
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End date: |
December 8, 2016 |
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Number of REQs: |
32 |
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Total unlock cost: |
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- "Anvil’s Legacy is not only one of Halo 5: Guardians’ most feature-filled content releases to date, but also marks an exciting new chapter in the Halo franchise, with the release of Halo 5: Forge and the Halo app for Windows 10 PC. Halo 4’s beloved Haven is reincarnated in Halo 5 as Mercy, and Warzone Assault receives its own all-new battleground in Temple. Forge also receives a major update with the Content Browser, allowing Forgers to share their masterpieces for the community to discover and enjoy. New cosmetic and Power Weapon REQs also make their way to Halo 5, including the Master Control skins, new Magnums, and Wicked Grasp and Berserker’s Claw Assault Cannons - ripped straight from the mighty Hunters players have faced off against for years. All this and more await you in Anvil’s Legacy. Jump in!"
- — Warzone Firefight description[1]
Anvil's Legacy is the ninth major content update for Halo 5: Guardians and was released on September 8, 2016. Launching alongside Halo 5: Forge and the Halo app, Anvil's Legacy saw a plethora of content added, including the Content Browser, new items for Forge, and Temple and Mercy as maps for Warzone Assault and Arena respectively; Anvil's Legacy also saw the addition of new armor skins for the four Memories of Reach sets, and multiple weapons, including the Gunfighter Magnum, the Tactical Magnum, and two assault cannons.[2][3]
Update content[edit]
General overview[edit]
- 32 new REQs
- Content Browser
- New multiplayer maps:
- New sandbox items:
General customization[edit]
- 4 armor skins: Indomitable Erőd, Intruder Trespasser, Vigilant Watcher, Wraith Anhur
- 10 weapon skins: Landgrave (MA5D assault rifle, M6H2 magnum, BR85 battle rifle, M395B DMR, M20 PDW), Master Control (MA5D assault rifle, M6H2 magnum, BR85 battle rifle, M395B DMR, M20 SMG)
- 2 visors: Beltane, Ichor
Marketing[edit]
Halo 5: Forge/Anvil’s Legacy Trailer[edit]
- Main article: Halo 5: Forge / Anvil’s Legacy Trailer
A full trailer released on September 8, 2016, showcasing the update's content and features, alongside Halo 5: Forge, which released concurrently with Anvil's Legacy.
Patch notes[edit]
New Features and Updates:
- Halo 5: Forge released for Windows 10 PC
- Halo app released for Windows 10 PC
- New Arena map added – Mercy
- New Warzone Assault map added – Temple
- Content Browser added
Arena:
- New Arena map added – Mercy
- Fiesta updated with latest REQ weapons
- Super Fiesta added to Custom Games
- Vehicle weapons are properly taken into account when determining player spawn location
Warzone:
- New Warzone Assault map added – Temple
- Vehicle weapons are properly taken into account when determining player spawn location
- Base shield doors should no longer appear yellow at times
- Updated Escape from ARC to use correct version of Grunt Goblin
- Fixed Spawn locations in the Monument on Battle of Noctus
- Removed Beam Rifles from Jackals on Raid on Apex 7 (Jackal Snipers still OP)
- Fixed bug where gates could be reopened on Prospect
- Fixed Warthogs on Battle of Noctus not exploding when the boss is killed
- Fixed various text and audio related to bosses
Warzone Firefight:
- Increased vitality of Protect Core objects in Round 3 on Urban
- Adjusted Warden spawn locations in Round 5 objective on March on Stormbreak
- Adjusted Warden spawn locations in Round 5 objective on Urban
- Adjusted various enemy compositions for objectives across all maps
- Fixed issue where boss would escape the Mantis during boss encounter on Skirmish at Darkstar
Theater:
- Fixed bug that caused fast forward to not function correctly
AI Enemy tuning:
- Fixed a bug that allowed shooting through the Grunt Goblin Cockpit to headshot the pilot
- Reduced Grunt Goblin Shield Canopy health
- Fixed a bug affecting Grunt Goblin Dual Needler supercombine damage (should no longer one shot Scorpions and Wraiths)
- Reduced Grunt Goblin Needle Barrage supercombine damage (should no longer one shot Wasps and Ghosts)
- Fixed Grunt Goblin Needle Barrage needles sometimes vanishing and then reappearing under high latency
- Increased Grunt Goblin and Warden mass to prevent a boosting Wraith from launching them out of environment
- Fixed a bug that caused a Knight to randomly die while being shot in the head (does not affect headshots when the faceplate is gone or is open during an animation)
- Fixed certain Knight bosses being unable to hit targets at a distance with Incineration Cannons
- Made minor increases to health/shields for Legendary Elite, Soldier, and Knight
- Fixed Soldiers not reacting to taking damage (this bug made weapons feel much less effective)
- Reduced Soldier damage as a Gunner in a Warthog
- Fixed certain damage sources being able to chain stun Warzone bosses
Sandbox:
- Wheelman medals now count towards assists
- Fixed a bug where the Flag and Ball would disappear when dropped on pistons
- Fixed a bug where the game would not respect some custom game settings when leaving and rejoining a game in progress
- Updated Wasp reticle to more accurately represent chaingun spread
- Fixed a bug with Phaeton getting set to phased physics in Forge
- Fixed a bug with the weak spots on Wraiths and Scorpions not properly being obstructed
- Fixed a bug where you could board the Mantis from the front
- Fixed a bug surrounding foot stomp damage on the Mantis
- Fixed a rare bug where some rockets could get stuck to Spartans and not detonate
- Fixed a bug with the Spartan Charge targeting enemies at extreme angles
- Buffed Jorge's Chaingun
Forge
New and Updated Features:
- Content Browser - Share files (maps, game variants, etc.) easily with the entire Forge community
- Forge Prefabs - When inside Forge, open the object pallet and select {PREFABS} to open the Content Browser to select a Prefab to place
- Directional Duplication - Hold down d-pad right to duplicate and use the right analog stick to pick which face of the target object the duplicate object will be created
- Vehicle Welding [beta] - is now official! Weld objects together with vehicles to make your own new creations
- "Per vehicle camera distance" added to Forge vehicle properties
New Objects:
- gameplay > weapons >
- Magnum [Gunfighter]
- Magnum [Tactical]
- Magnum [Whispered Truth]
- Shotgun [Blaze of Glory]
- Shotgun [Oathsworn]
- Hydra Launcher [Echidna]
- SAW [The Answer]
- Rocket Launcher [High Five]
- Rocket Launcher: SPNKr [Ex]
- Rocket Launcher: SPNKr [Prime]
- Sniper Rifle [Arrow of Time]
- Sniper Rifle [Nornfang]
- Railgun [Whiplash]
- Spartan Laser [Selene's Lance]
- Storm Rifle [Blissful Slumber]
- Carbine [Blood of Suban]
- Plasma Pistol [Spitfire]
- Energy Sword [Vorpal Talon]
- Energy Sword [Prophets' Bane]
- Needler [Talon of the Lost]
- Beam Rifle [Krith's Left Hand]
- Beam Rifle: Halo 2 [Delta]
- Fuel Rod Cannon [Pool of Radiance]
- Plasma Caster [White Scar]
- Hunter Arm [Wicked Grasp]
- Hunter Arm [Berserker's Claw]
- Boltshot [Open Hand]
- Suppressor [Razor's Edge]
- LightRifle [Dying Star]
- Scattershot [Didact's Signet]
- Binary Rifle [Twin Jewels of Maethrillian]
- Incineration Cannon [Heartseeker]
- Plasma Rifle: Brute: Halo 2 [Scale of Soirapt]
- Gravity Hammer [Grinder]
- Gravity Hammer [Tartarus' Gavel]
- gameplay > turrets >
- Turret: Chaingun [Oni; detached]
- Turret: Rocket [Oni; detached]
- Turret: Gauss [Oni; detached]
- gameplay> powerups>
- Power-Up [speed boost; 2]
- Power-Up [speed boost; 3]
- Power-Up [active camo; 2]
- Power-Up [active camo; 3]
- Power-Up [damage boost; 2]
- Power-Up [damage boost; 3]
- Power-Up [overshield; 2]
- Power-Up [overshield; 3]
- gameplay> vehicles> type> land>
- Warthog: Chaingun [Oni]
- Warthog: Chaingun [Sword]
- Warthog: Gauss [Oni]
- Warthog: Rocket [Oni]
- Warthog: Rocket [Vespin]
- Warthog: Scout [Oni]
- Scorpion [Oni]
- Scorpion [Hannibal]
- Mantis [Oni]
- Mantis [Hannibal]
- Ghost [Ultra]
- Ghost [Temple]
- Wraith [Ultra]
- Wraith [Temple]
- gameplay> vehicles> type> air>
- Banshee [Ultra]
- Banshee [Temple]
- Phaeton [Helios]
- gameplay> launchers> mancannons>
- Man Cannon [Sangheili; red]
- Man Cannon [Sangheili; blue]
- gameplay> gravity-vols> type> slides>
- Gravity: Slide [2x4; visible]
- Gravity: Slide [2x8; visible]
- Gravity: Slide [2x16; visible]
- Gravity: Slide [2x32; visible]
- Gravity: Slide [2x64; visible]
- Gravity: Slide [2x128; visible]
- Gravity: Slide [4x4; visible]
- Gravity: Slide [4x8; visible]
- Gravity: Slide [4x16; visible]
- Gravity: Slide [4x32; visible]
- Gravity: Slide [4x64; visible]
- Gravity: Slide [4x128; visible]
- Gravity: Slide [8x4; visible]
- Gravity: Slide [8x8; visible]
- Gravity: Slide [8x16; visible]
- Gravity: Slide [8x32; visible]
- Gravity: Slide [8x64; visible]
- Gravity: Slide [8x128; visible]
- Gravity: Slide [16x4; visible]
- Gravity: Slide [16x8; visible]
- Gravity: Slide [16x16; visible]
- Gravity: Slide [16x32; visible]
- Gravity: Slide [16x64; visible]
- Gravity: Slide [16x128; visible]
- Gravity: Slide [32x4; visible]
- Gravity: Slide [32x8; visible]
- Gravity: Slide [32x16; visible]
- Gravity: Slide [32x32; visible]
- Gravity: Slide [32x64; visible]
- Gravity: Slide [32x128; visible]
- gameplay> gravity-vols> type> bouncers>
- Gravity: Bouncer [4x4; visible]
- Gravity: Bouncer [8x8; visible]
- Gravity: Bouncer [12x12; visible]
- Gravity: Bouncer [16x16; visible]
- Gravity: Bouncer [20x20; visible]
- Gravity: Bouncer [24x24; visible]
- Gravity: Bouncer [32x32; visible]
- Gravity: Bouncer [48x48; visible]
- Gravity: Bouncer [64x64; visible]
- gameplay> shields> type> colors>
- Shield: Colorable [8x24]
- Shield: Colorable [8x48]
- Shield: Colorable [16x24]
- Shield: Colorable [16x48]
- Shield: Colorable [24x24]
- Shield: Colorable [24x48]
- Shield: Colorable [32x24]
- Shield: Colorable [32x48]
- Shield: Colorable [48x24]
- Shield: Colorable [48x48]
- Shield: Colorable [64x24]
- Shield: Colorable [64x48]
- props> cover> style> sandbag> walls>
- Cover: Sandbags [4x16x4.5; wall]
- Cover: Sandbags [4x32x4.5; wall]
- Cover: Sandbags [4x4x4.5; wall]
- Cover: Sandbags [4x64x4.5; wall]
- Cover: Sandbags [4x8x4.5; wall]
- props> cover> style> sandbag> curves>
- Cover: Sandbags [16x16x4.5; curve]
- Cover: Sandbags [32x32x4.5; curve]
- Cover: Sandbags [8x8x4.5; curve]
- props> cover> style> sandbag> slopes>
- Cover: Sandbags [4x16x4.5; slope]
- Cover: Sandbags [4x32x4.5; slope]
- Cover: Sandbags [4x8x4.5; slope]
- props> cover> style> sandbag> stacks>
- Cover: Sandbags [12x12x8; stack]
- Cover: Sandbags [16x16x12; stack]
- props> cover> style> sandbag> pallets>
- Cover: Sandbags [12x12x8; pallet]
- Cover: Sandbags [8x8x4.5; pallet]
- props> cover> style> sandbag> extras>
- Cover: Sandbags [3x2x1; single]
- Cover: Sandbags [3x4x1; triple]
- Cover: Sandbags [8x8x4.5; pile]
- props> destructible> boards>
- Board: Wood [2x8]
- Board: Wood [2x16]
- Board: Wood [4x8]
- Board: Wood [4x16]
- props> creatures> guilty-spark>
- Guilty Spark [toy; standard]
- Guilty Spark [toy; Forge]
- props> vehicles> phantom>
- Phantom [103x66x32; closed]
- props> construction> pipes> corners>
- Pipe: Crouching [9x9x9; corner; 15]
- Pipe: Crouching [10x10x9; corner; 45]
- Pipe: Crouching [9x9x9; corner; 90]
- props> construction> pipes> junctions>
- Pipe: Crouching [13x11x9; t-joint]
- Pipe: Crouching [13x13x9; x-joint]
- props> construction> pipes> covers>
- Pipe: Crouching [9x3x9; cap]
- Pipe: Crouching [7x1x7; manhole]
- Pipe: Crouching [7x1x7; rebar]
- props> construction> pipes> transitions>
- Pipe: Transition [12x8x12]
- props> construction> pipes> corners>
- Pipe: Standing [13x13x12; corner; 15]
- Pipe: Standing [14x13x12; corner; 45]
- Pipe: Standing [13x13x12; corner; 90]
- props> construction> pipes> junctions>
- Pipe: Standing [16x14x12; t-joint]
- Pipe: Standing [16x16x12; x-joint]
- props> construction> pipes> covers>
- Pipe: Standing [12x3x12; cap]
- Pipe: Standing [10x1x10; manhole]
- Pipe: Standing [10x1x10; rebar]
- props> construction> vents> corners>
- Vent [7x8x6; corner; 15]
- Vent [7x8x6; corner; 30]
- Vent [8x8x6; corner; 45]
- Vent [8x8x6; corner; 90]
- props> construction> vents> junctions>
- Vent [10x8x6; t-joint]
- Vent [10x10x6; x-joint]
- props> construction> vents> covers>
- Vent [1x6x6; cap]
- Vent [1x6x6; cover]
- props> covenant> crates>
- Crate [2x4x1; Covenant]
- Crate [2x4x2; Covenant]
- Crate [3x3x3; Covenant]
- props> covenant> cover>
- Cover [6x6x9; Covenant; a]
- Cover [6x6x9; Covenant; b]
- Cover [9x18x12; Covenant; trident]
- props> covenant> accents>
- Accent [6x26x9; Covenant; blocker; left]
- Accent [6x26x9; Covenant; blocker; right]
- Accent [20x14x26; Covenant; plinth]
- Accent [20x16x17; Covenant; terminal; base]
- Accent [28x28x14; Covenant; terminal; top]
- Accent [25x12x20; Covenant; pillar]
- Accent [26x14x34; Covenant; pillar]
- Accent [94x44x72; Covenant; horn; left]
- Accent [94x44x72; Covenant; horn; right]
- props> covenant> lights>
- Light [2x1x1; Covenant; sentry]
- Light [1x1x8; Covenant; portable]
- Light [4x4x3; Covenant; pod; full]
- Light [2x2x2; Covenant; pod; body]
- Light [1x1x2; Covenant; pod; leg]
- Light [8x8x6; Covenant; pod; full]
- Light [4x4x4; Covenant; pod; body]
- Light [3x1x5; Covenant; pod; leg]
- props> covenant> destructible>
- Destructible [5x6x27; Covenant; antenna]
- Destructible [8x8x9; Covenant; fuel-tank]
- Destructible [8x10x22; Covenant; overload-station]
- Destructible [10x4x6; Covenant; fuel-cell]
- props> covenant> weapon-pods>
- Weapon-Pod [07x08x10; Covenant; closed]
- Weapon-Pod [07x08x10; Covenant; body]
- Weapon-Pod [02x03x06; Covenant; door]
- props> covenant> drop-pods>
- Drop-Pod [14x12x28; Covenant; closed]
- Drop-Pod [14x12x28; Covenant; body]
- Drop-Pod [08x03x14; Covenant; door]
- props> covenant> monitors>
- Monitor: Screen [Covenant; 1; a]
- Monitor: Screen [Covenant; 1; b]
- Monitor: Screen [Covenant; 2; a]
- Monitor: Screen [Covenant; 2; b]
- Monitor: Screen [Covenant; 3; a]
- Monitor: Screen [Covenant; 3; b]
- Monitor: Screen [Covenant; 4; a]
- Monitor: Screen [Covenant; 4; b]
- Monitor: Screen [Covenant; 5]
- Monitor: Screen [Covenant; 6; a]
- Monitor: Screen [Covenant; 6; b]
- Monitor: Screen [Covenant; 7; a]
- Monitor: Screen [Covenant; 7; b]
- props> covenant> monitor-elements>
- Monitor: Element [Covenant; 1]
- Monitor: Element [Covenant; 2; a]
- Monitor: Element [Covenant; 2; b]
- Monitor: Element [Covenant; 3; a]
- Monitor: Element [Covenant; 4; a]
- Monitor: Element [Covenant; 4; b]
- Monitor: Element [0; Covenant; 6; a]
- Monitor: Element [0; Covenant; 6; e]
- Monitor: Element [0; Covenant; 6; f]
- Monitor: Element [0; Covenant; 6; b]
- Monitor: Element [0; Covenant; 6; c]
- Monitor: Element [0; Covenant; 6; d]
- Monitor: Element [Covenant; marker; a]
- Monitor: Element [Covenant; marker; b]
- Monitor: Element [Covenant; marker; c]
- Monitor: Element [Covenant; marker; d]
- Monitor: Element [Covenant; marker; e]
- Monitor: Element [Covenant; marker; f]
- Monitor: Element [Covenant; graph; waves]
- Monitor: Element [Covenant; graph; a]
- Monitor: Element [Covenant; graph; b]
- Monitor: Element [Covenant; graph; c]
- Monitor: Element [Covenant; element]
- Monitor: Element [Covenant; hex]
- Monitor: Element [Covenant; planet]
- props> covenant> shields>
- Shield [Covenant; portable]
- Shield [Covenant; generator; small]
- Shield [Covenant; generator; dome]
- Shield [Covenant; generator; curve-horizontal]
- Shield [Covenant; generator; curve-vertical]
- Shield [Covenant; generator; tall]
- Shield [Covenant; generator; wide]
- Shield [6x9x9; Covenant; generator; no shield]
- extras> decals> cov-glyphs>
- Decal: Covenant: Glyph [8x8; standard; whole]
- Decal: Covenant: Glyph [8x8; standard; notched]
- Decal: Covenant: Glyph [8x8; standard; hollow]
- Decal: Covenant: Glyph [8x8; technical; whole]
- Decal: Covenant: Glyph [8x8; technical; notched]
- Decal: Covenant: Glyph [8x8; technical; hollow]
- Decal: Covenant: Glyph [8x8; transitional; whole]
- Decal: Covenant: Glyph [8x8; transitional; notched]
- Decal: Covenant: Glyph [8x8; transitional; hollow]
- Decal: Covenant: Glyph [8x8; tick; 1]
- Decal: Covenant: Glyph [8x8; tick; 2]
- Decal: Covenant: Glyph [8x8; tick; 3]
- extras> fx> fire>
- FX: Fire [human; flames; x-small]
- FX: Fire [human; flames; small]
- FX: Fire [human; flames & smoke; x-small]
- FX: Fire [human; flames & smoke; small]
- FX: Fire [human; jet; x-small]
- FX: Fire [human; jet; small]
- FX: Fire [human; thruster; x-small]
- FX: Fire [human; thruster; small]
- FX: Fire [human; pyre; x-small]
- FX: Fire [human; pyre; small]
- FX: Fire [Covenant; flames; x-small]
- FX: Fire [Covenant; flames; small]
- FX: Fire [Covenant; flames & smoke; x-small]
- FX: Fire [Covenant; flames & smoke; small]
- extras> fx> covenant>
- FX: Grunt [Covenant; grunt b-day]
- extras> fx> animals>
- Sound: Animal [birds; tidal]
- Sound: Animal [whale; tidal]
- extras> sounds> doors>
- Sound: Door [UNSC; small]
- Sound: Door [UNSC; medium]
- Sound: Door [UNSC; large]
- Sound: Door [UNSC; rattle-y]
- Sound: Door [synthetic mysterious]
- extras> sounds> music>
- Sound: Music [random; radio]
- Sound: Music [abandoned station]
- Sound: Music [abandoned station; radio]
- Sound: Music [blue team]
- Sound: Music [Blue Team; radio]
- Sound: Music [Covenant chant]
- Sound: Music [Covenant chant; radio]
- Sound: Music [Infected]
- Sound: Music [Infected; radio]
- Sound: Music [last man standing]
- Sound: Music [last man standing; radio]
- Sound: Music [Mantis battle]
- Sound: Music [Mantis battle; radio]
- Sound: Music [Master Chief battle]
- Sound: Music [Master Chief battle; radio]
- Sound: Music [Master Chief fight]
- Sound: Music [master chief fight; radio]
- Sound: Music [monk chant]
- Sound: Music [monk chant; radio]
- Sound: Music [one-on-one]
- Sound: Music [one-on-one; radio]
- Sound: Music [Sanghelios battle]
- Sound: Music [Sanghelios battle; radio]
- Sound: Music [spectating]
- Sound: Music [spectating; radio]
- Sound: Music [Warden]
- Sound: Music [Warden; radio]
Updated Objects
These objects now accept material swap.
- gameplay> shields> type> emitters>
- Shield [3x3x24; emitter]
- Shield [3x3x48; emitter]
- gameplay> shields> type> generators>
- Shield [4x4x24; generator]
- Shield [4x4x48; generator]
- gameplay> shields> type> corners>
- Shield [8x8x24; generator; corner]
- Shield [8x8x48; generator; corner]
- structures> floors>
- Floor [16x8x4]
- Floor [16x16x4]
- Floor [32x16x4]
- Floor [20x20x4]
- Floor [24x24x4]
- Floor [32x32x4]
- Floor [64x32x4]
- Floor [48x48x4]
- Floor [64x64x4]
- Floor [128x64x4]
- Floor [96x96x4]
- Floor [128x128x4]
- Floor [256x256x4]
- structures> slopes>
- Ramp [4x8x2]
- Ramp [4x16x2]
- Ramp [4x20x2]
- Ramp [4x32x2]
- Ramp [4x40x2]
- Ramp [4x48x2]
- Ramp [4x60x2]
- Ramp [8x8x4]
- Ramp [8x16x4]
- Ramp [8x20x4]
- Ramp [8x32x4]
- Ramp [8x40x4]
- Ramp [8x48x4]
- Ramp [8x60x4]
- Ramp [16x8x8]
- Ramp [16x16x8]
- Ramp [16x20x8]
- Ramp [16x32x8]
- Ramp [16x40x8]
- Ramp [16x48x8]
- Ramp [16x60x8]
- Ramp [24x8x12]
- Ramp [24x16x12]
- Ramp [24x20x12]
- Ramp [24x32x12]
- Ramp [24x40x12]
- Ramp [24x48x12]
- Ramp [24x60x12]
- Ramp [32x8x16]
- Ramp [32x16x16]
- Ramp [32x20x16]
- Ramp [32x32x16]
- Ramp [32x40x16]
- Ramp [32x48x16]
- Ramp [32x60x16]
- Ramp [48x8x24]
- Ramp [48x16x24]
- Ramp [48x20x24]
- Ramp [48x32x24]
- Ramp [48x40x24]
- Ramp [48x48x24]
- Ramp [48x60x24]
- Ramp [64x8x32]
- Ramp [64x16x32]
- Ramp [64x20x32]
- Ramp [64x32x32]
- Ramp [64x40x32]
- Ramp [64x48x32]
- Ramp [64x60x32]
- Ramp [72x8x36]
- Ramp [72x16x36]
- Ramp [72x20x36]
- Ramp [72x32x36]
- Ramp [72x40x36]
- Ramp [72x48x36]
- Ramp [72x60x36]
- Ramp [96x8x48]
- Ramp [96x16x48]
- Ramp [96x20x48]
- Ramp [96x32x48]
- Ramp [96x40x48]
- Ramp [96x48x48]
- Ramp [96x60x48]
- Stairs [8x8x4]
- Stairs [8x16x4]
- Stairs [8x20x4]
- Stairs [8x32x4]
- Stairs [8x40x4]
- Stairs [8x48x4]
- Stairs [8x60x4]
- Stairs [16x8x8]
- Stairs [16x16x8]
- Stairs [16x20x8]
- Stairs [16x32x8]
- Stairs [16x40x8]
- Stairs [16x48x8]
- Stairs [16x60x8]
- Stairs [32x8x16]
- Stairs [32x16x16]
- Stairs [32x20x16]
- Stairs [32x32x16]
- Stairs [32x40x16]
- Stairs [32x48x16]
- Stairs [32x60x16]
- Stairs [48x8x24]
- Stairs [48x16x24]
- Stairs [48x20x24]
- Stairs [48x32x24]
- Stairs [48x40x24]
- Stairs [48x48x24]
- Stairs [48x60x24]
- Stairs [64x8x32]
- Stairs [64x16x32]
- Stairs [64x20x32]
- Stairs [64x32x32]
- Stairs [64x40x32]
- Stairs [64x48x32]
- Stairs [64x60x32]
- Stairs [96x8x48]
- Stairs [96x16x48]
- Stairs [96x20x48]
- Stairs [96x32x48]
- Stairs [96x40x48]
- Stairs [96x48x48]
- Stairs [96x60x48]
- Stairs: Transition [2x20x3]
- Stairs: Transition [2x48x3]
- Wedge [4x4x2]
- Wedge [8x8x4]
- Wedge [16x16x8]
- Wedge [24x24x12]
- Wedge [32x32x16]
- Wedge [48x48x24]
- Wedge [64x64x32]
- Wedge [72x72x36]
- Wedge [96x96x48]
- structures> bridges>
- Bridge [8x16x3]
- Bridge [16x16x3]
- Bridge [32x16x3]
- Bridge [64x16x3]
- Bridge: Corner [16x16x3; chamfer]
- Bridge: Corner [16x16x3; angle]
- Bridge: Corner [16x16x3; elbow]
- Bridge [2x20x3]
- Bridge [4x20x3]
- Bridge [8x20x3]
- Bridge [16x20x3]
- Bridge [32x20x3]
- Bridge [64x20x3]
- Bridge: Corner [20x20x3; chamfer]
- Bridge: Corner [20x20x3; angle]
- Bridge: Corner [20x20x3; elbow]
- Bridge [2x48x4]
- Bridge [4x48x4]
- Bridge [8x48x4]
- Bridge [16x48x4]
- Bridge [32x48x4]
- Bridge [64x48x4]
- Bridge: Corner [48x48x4; chamfer]
- Bridge: Corner [48x48x4; angle]
- Bridge: Corner [48x48x4; elbow]
- structures> walls> style> simple>
- Wall [2x2x4; simple]
- Wall [2x2x8; simple]
- Wall [2x2x12; simple]
- Wall [2x2x16; simple]
- Wall [2x2x20; simple]
- Wall [2x2x24; simple]
- Wall [2x4x4; simple]
- Wall [2x4x8; simple]
- Wall [2x4x12; simple]
- Wall [2x4x16; simple]
- Wall [2x4x20; simple]
- Wall [2x4x24; simple]
- Wall [2x8x4; simple]
- Wall [2x8x8; simple]
- Wall [2x8x12; simple]
- Wall [2x8x16; simple]
- Wall [2x8x20; simple]
- Wall [2x8x24; simple]
- Wall [2x16x4; simple]
- Wall [2x16x8; simple]
- Wall [2x16x12; simple]
- Wall [2x16x16; simple]
- Wall [2x16x20; simple]
- Wall [2x16x24; simple]
- Wall [2x24x4; simple]
- Wall [2x24x8; simple]
- Wall [2x24x12; simple]
- Wall [2x24x16; simple]
- Wall [2x24x20; simple]
- Wall [2x24x24; simple]
- Wall [2x32x4; simple]
- Wall [2x32x8; simple]
- Wall [2x32x12; simple]
- Wall [2x32x16; simple]
- Wall [2x32x20; simple]
- Wall [2x32x24; simple]
- Wall [2x64x4; simple]
- Wall [2x64x8; simple]
- Wall [2x64x12; simple]
- Wall [2x64x16; simple]
- Wall [2x64x20; simple]
- Wall [2x64x24; simple]
- structures> walls> style> detailed>
- Wall [2x2x4; detailed]
- Wall [2x2x8; detailed]
- Wall [2x2x12; detailed]
- Wall [2x2x16; detailed]
- Wall [2x2x20; detailed]
- Wall [2x2x24; detailed]
- Wall [2x4x4; detailed]
- Wall [2x4x8; detailed]
- Wall [2x4x12; detailed]
- Wall [2x4x16; detailed]
- Wall [2x4x20; detailed]
- Wall [2x4x24; detailed]
- Wall [2x8x4; detailed]
- Wall [2x8x8; detailed]
- Wall [2x8x12; detailed]
- Wall [2x8x16; detailed]
- Wall [2x8x20; detailed]
- Wall [2x8x24; detailed]
- Wall [2x16x4; detailed]
- Wall [2x16x8; detailed]
- Wall [2x16x12; detailed]
- Wall [2x16x16; detailed]
- Wall [2x16x20; detailed]
- Wall [2x16x24; detailed]
- Wall [2x24x4; detailed]
- Wall [2x24x8; detailed]
- Wall [2x24x12; detailed]
- Wall [2x24x16; detailed]
- Wall [2x24x20; detailed]
- Wall [2x24x24; detailed]
- Wall [2x32x4; detailed]
- Wall [2x32x8; detailed]
- Wall [2x32x12; detailed]
- Wall [2x32x16; detailed]
- Wall [2x32x20; detailed]
- Wall [2x32x24; detailed]
- Wall [2x64x4; detailed]
- Wall [2x64x8; detailed]
- Wall [2x64x12; detailed]
- Wall [2x64x16; detailed]
- Wall [2x64x20; detailed]
- Wall [2x64x24; detailed]
- structures> walls> style> windows> clear>
- Wall: Window [2x16x12; clear]
- Wall: Window [2x16x16; clear]
- Wall: Window [2x16x20; clear]
- Wall: Window [2x16x24; clear]
- Wall: Window [2x24x12; clear]
- Wall: Window [2x24x16; clear]
- Wall: Window [2x24x20; clear]
- Wall: Window [2x24x24; clear]
- Wall: Window [2x32x12; clear]
- Wall: Window [2x32x16; clear]
- Wall: Window [2x32x20; clear]
- Wall: Window [2x32x24; clear]
- Wall: Window [2x64x12; clear]
- Wall: Window [2x64x16; clear]
- Wall: Window [2x64x20; clear]
- Wall: Window [2x64x24; clear]
- structures> walls> style> corners>
- Wall [2x2x4; corner]
- Wall [2x2x8; corner]
- Wall [2x2x12; corner]
- Wall [2x2x16; corner]
- Wall [2x2x20; corner]
- Wall [2x2x24; corner]
- structures> accents> trims> sections>
- Trim [6x2x10]
- Trim [6x4x10]
- Trim [6x8x10]
- Trim [6x16x10]
- Trim [6x24x10]
- Trim [6x32x10]
- Trim [6x64x10]
- structures> accents> trims> corners>
- Trim [8x8x10; corner; out; rounded]
- Trim [8x8x10; corner; out; squared]
- Trim [8x8x10; corner; in]
- structures> accents> railings> type> covered>
- Railing: Shielded [1x2x4.5]
- Railing: Shielded [1x4x4.5]
- Railing: Shielded [1x8x4.5]
- Railing: Shielded [1x16x4.5]
- Railing: Shielded [1x24x4.5]
- Railing: Shielded [1x32x4.5]
- Railing: Shielded [1x64x4.5]
- structures> accents> railings> type> covered> extras>
- Railing: Shielded [4x4x4.5; corner 90°\
- structures> accents> railings> type> heavy>
- Railing: Heavy [1x2x4.5]
- Railing: Heavy [1x4x4.5]
- Railing: Heavy [1x8x4.5]
- Railing: Heavy [1x16x4.5]
- Railing: Heavy [1x24x4.5]
- Railing: Heavy [1x32x4.5]
- Railing: Heavy [1x64x4.5]
- Railing: Heavy [1x80x4.5]
- Railing: Heavy [1x96x4.5]
- structures> accents> railings> type> ramps>
- Railing: Ramp [2x4x2]
- Railing: Ramp [2x8x4]
- Railing: Ramp [2x16x8]
- Railing: Ramp [2x24x12]
- Railing: Ramp [2x32x16]
- Railing: Ramp [2x48x24]
- Railing: Ramp [2x64x32]
- Railing: Ramp [2x72x36]
- Railing: Ramp [2x96x48]
- structures> barriers> type> heavy> sections>
- Heavy Barrier [16x16x42]
- Heavy Barrier [16x32x42]
- Heavy Barrier [16x64x42]
- structures> barriers> type> heavy> corners>
- Heavy Barrier [14x14x42; corner]
- structures> barriers> type> energy> start>
- Energy Barrier [4x4x32; generator]
- Energy Barrier [4x4x64; generator]
- structures> barriers> type> energy> emitters>
- Energy Barrier [1x3x32; emitter]
- Energy Barrier [1x3x64; emitter]
- structures> barriers> type> energy> corners>
- Energy Barrier [8x8x32; generator; corner]
- Energy Barrier [8x8x64; generator; corner]
- structures> barriers> type> cages> sections>
- Cage Barrier [16x16x42]
- Cage Barrier [16x32x42]
- Cage Barrier [16x64x42]
- structures> barriers> type> cages> corners>
- Cage Barrier [18x18x42; corner; in]
- Cage Barrier [18x18x42; corner; out]
- structures> supports> columns>
- Column: Block [4x4x20]
- Column: Block [4x8x20]
- Column: Block [8x8x20]
- Column: Block [4x4x32]
- Column: Block [4x8x32]
- Column: Block [8x8x32]
- Column: Round [2x2x20]
- Column: Round [4x4x20]
- Column: Round [8x8x20]
- Column: Round [2x2x32]
- Column: Round [4x4x32]
- Column: Round [8x8x32]
- Column: Detailed [4x4x20]
- Column: Detailed [8x8x20]
- Column: Detailed [4x4x32]
- Column: Detailed [8x8x32]
- structures> supports> struts> simple>
- Support: Strut [8x1x1; simple]
- Support: Strut [8x1x2; simple]
- Support: Strut [8x4x2; simple; triple]
- Support: Strut [9x2x2; simple; left]
- Support: Strut [9x2x2; simple; right]
- Support: Strut [16x1x2; simple]
- Support: Strut [16x1x4; simple]
- Support: Strut [17x2x2; simple; left]
- Support: Strut [17x2x2; simple; right]
- structures> supports> struts> detailed>
- Support: Strut [16x1x4; detailed]
- Support: Strut [24x1x8; detailed]
- Support: Strut [32x1x8; detailed]
- Support: Strut [46x1x12; detailed; boomerang]
- Support: Strut [48x1x8; detailed; double]
- Support: Strut [48x1x16; detailed]
- Support: Strut [92x1x24; detailed; boomerang]
- Support: Strut [96x1x16; detailed; double]
- structures> supports> trusses> simple>
- Support: Truss [12x4x8; simple]
- Support: Truss [20x4x10; simple]
- Support: Truss [48x4x20; simple]
- structures> supports> trusses> y>
- Support: Truss [4x32x20; y; medium]
- Support: Truss [4x44x28; y; large]
- structures> supports> brackets>
- Support: Bracket [16x2x6]
- Support: Bracket [32x2x12]
- structures> supports> arm>
- Support: Arm [2x16x16; arm]
- Support: Arm [4x32x32; arm]
- Support: Arm [8x64x64; arm]
- props> cover> style> solid>
- Cover: Solid [2x4x4.5]
- Cover: Solid [2x8x4.5]
- Cover: Solid [2x16x4.5]
- Cover: Solid [2x32x4.5]
- Cover: Solid [2x64x4.5]
- props> cover> style> jersey>
- Cover: Jersey Barrier [3x4x4.5]
- Cover: Jersey Barrier [3x8x4.5]
- Cover: Jersey Barrier [3x16x4.5]
- Cover: Jersey Barrier [3x32x4.5]
- Cover: Jersey Barrier [3x64x4.5]
- props> cover> style> street>
- Cover: Street [4x4x4.5]
- Cover: Street [4x8x4.5]
- Cover: Street [4x16x4.5]
- Cover: Street [4x32x4.5]
- Cover: Street [4x64x4.5]
- Cover: Street [8x8x4.5; corner]
- props> cover> style> tech>
- Cover: Tech [4x4x4.5]
- Cover: Tech [4x8x4.5]
- Cover: Tech [4x16x4.5]
- Cover: Tech [4x32x4.5]
- Cover: Tech [4x64x4.5]
- props> panels>
- Panel [1x8x8]
- Panel [1x8x16]
- Panel [1x16x4]
- Panel [1x16x16]
- Panel [1x16x24]
- props> tech> antennas>
- Antenna [1x1x12]
- props> construction> beams>
- Beam: 2' [2x4x2]
- Beam: 2' [2x8x2]
- Beam: 2' [2x16x2]
- Beam: 2' [2x24x2]
- Beam: 2' [2x32x2]
- Beam: 2' [2x48x2]
- Beam: 2' [2x64x2]
- Beam: 2' [2x96x2]
- Beam: 2' [3x3x2; corner]
- Beam: 2' [4x4x2; t-joint]
- Beam: 2' [6x6x2; x-joint]
- Beam: 4' [4x4x4]
- Beam: 4' [4x8x4]
- Beam: 4' [4x16x4]
- Beam: 4' [4x24x4]
- Beam: 4' [4x32x4]
- Beam: 4' [4x48x4]
- Beam: 4' [4x64x4]
- Beam: 4' [4x96x4]
- Beam: 4' [5x5x4; corner]
- Beam: 4' [5x6x4; t-joint]
- Beam: 4' [6x6x4; x-joint]
- Beam: 8' [8x4x8]
- Beam: 8' [8x8x8]
- Beam: 8' [8x16x8]
- Beam: 8' [8x24x8]
- Beam: 8' [8x32x8]
- Beam: 8' [8x48x8]
- Beam: 8' [8x64x8]
- Beam: 8' [8x96x8]
- Beam: 8' [9x9x8; corner]
- Beam: 8' [9x10x8; t-joint]
- Beam: 8' [10x10x8; x-joint]
- props> construction> pipes> lengths>
- Pipe: Small [2x2x2]
- Pipe: Small [2x4x2]
- Pipe: Small [2x8x2]
- Pipe: Small [2x16x2]
- Pipe: Small [2x32x2]
- Pipe: Small [2x64x2]
- Pipe: Small [2x96x2]
- props> construction> pipes> corners>
- Pipe: Small [4x4x2; corner; 90°]
- props> construction> pipes> junctions>
- Pipe: Small [4x3x2; t-joint]
- Pipe: Small [4x4x2; x-joint]
- props> construction> pipes> covers>
- Pipe: Small [2x1x2; cap]
- props> construction> cables> type> capped>
- Cable [1x4x1; capped]
- Cable [1x8x1; capped]
- Cable [1x16x1; capped]
- Cable [1x20x1; capped]
- Cable [1x32x1; capped]
- Cable [1x36x1; capped]
- Cable [1x40x1; capped]
- Cable [1x48x1; capped]
- Cable [1x64x1; capped]
- Cable [1x96x1; capped]
- props> construction> cables> type> extras>
- Cable [cap]
- props> misc>
- Shelves [4x8x12]
- Pallet [8x8x1; UNSC; metal]
Bug Fixes, Tweaks, and Cleanup:
- Limited the number of CTF flags you can spawn to 16 (to prevent potential crashes)
- Numerous fixes to how duplication and placement is handled
- Fixed Tidal - Meteor Shower having objects appear too bright in the world space and appearing out of place
- Set default abandon/respawn time for Wasp
- Fixed issue with Carbine [Rain of Oblivion] not firing automatic
- Note you will need to replace existing ones in maps for this to work
- Golf object fixes! IE, most important updates of the year!!!
- Party cup physics are now 1/10th the weight making it so golf balls can blast through them.
- Golf tee now has a little cup that helps hold the ball on top of it.
- Removed the Whale ambient noise from the background of Tidal - Poor Robbie :(
- Made sound emitter to put him back (see above)
- Fixed problem where players could create custom weapon configurations on weapon pads
- Saw awesome community videos and posts on the internet
- Unfixed problem where players could create custom weapon configurations on weapon pads
Gallery[edit]
Promotional images[edit]
Press kit[edit]
- Mercy
- Temple
- Forge
- REQ gallery
Screenshots[edit]
A Venator-clad Spartan-IV wielding the new Tactical Magnum on Mercy.
Sources[edit]
- ^ Halo Waypoint, Content Updates (Retrieved on Nov 2, 2017) [archive]
- ^ Halo Waypoint, Announcing Anvil's Legacy (Retrieved on Aug 24, 2016) [archive]
- ^ Halo Waypoint, Anvil's Legacy (Retrieved on Oct 28, 2020) [archive]
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