Updated: October 9, 2024
Latest release: October 9 Patch
Resolved Issues
The following changes were made in the October 9, 2024, patch.
- Improved stability on the map Aquarius for Xbox Series X|S consoles.
- Players on PC are now less likely to encounter the following error when attempting to start a matchmaking search or join a Custom Game lobby: “One or more members of your fireteam is on PC and has invalid Easy Anti-Cheat (EAC) authorization.”
- Attempting to purchase a Shop bundle without the required number of Credits no longer displays an error message about an insufficient Spartan Points balance.
Thank you to all players who submitted a ticket on this or other in-game issues. Stay tuned to @HaloSupport on Twitter for the latest news on upcoming releases.
Download Size
- Xbox consoles: approximately 5 GB or less.
- Microsoft Store app or Xbox app on PC: approximately 2.7 GB or less.
- Steam: approximately 1.5 GB or less.
August 20 Patch
Resolved Issues
The following change was made in the August 20, 2024, patch.
- Improved stability for Halo Infinite on Xbox One consoles.
Thank you to all players who submitted a ticket on this or other in-game issues. Stay tuned to @HaloSupport on Twitter for the latest news on upcoming releases.
Known Issues
Alongside this update, the team has added one new issue to our Known Issues list:
- Occasionally, players on PC may be unable to start a matchmaking search or join a Custom Game lobby due to the following error: “One or more members of your fireteam is on PC and has invalid Easy Anti-Cheat (EAC) authorization.”
- Workaround: Close and relaunch Halo Infinite to clear the error and resume matchmaking. If playing in a fireteam with other players, the error may be cleared after the affected player leaves then rejoins the fireteam.
For a full list of known issues in Halo Infinite, visit our Known Issues section.
Download Size
- Xbox consoles: approximately 11 GB or less.
- Microsoft Store app or Xbox app on PC: approximately 2.8 or less.
- Steam: approximately 1.3 GB or less.
Note: The S7 Sniper Developer Notes were updated on August 2, 2024, to reflect changes that were inadvertently omitted in the original version of these patch notes.
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:
NEW OPERATION: FLEETCOM
The Fleetcom Operation, which launches alongside this update, features a free 20-tier reward track and Shop bundles inspired by Halo: Reach.
The in-game user interface for selecting a premium Operation Pass offer, which depicts a Spartan holding a VK78 Commando with the Premium-exclusive “CMA VK78” Weapon Kit equipped.
As with previous Operation Passes, this Operation's reward track will be available to all players for free during its 5-week duration. Players can progress through the reward track by earning Match XP in multiplayer matchmaking or Custom Games. The following premium offers are also available:
- For 500 Credits:
- Permanent access to the full Operation pass.
- Exclusive customization items: “CMA VK78” Weapon Kit for the VK78 Commando and the “Crimson Snowfall” Weapon Coating.
- When the Operation Pass is equipped, an extra Challenge slot.
- While the Operation is active, bonus Match XP during multiplayer matchmaking.
- For 2,000 Credits:
- Everything listed above in the 500 Credits offer.
- Instantly unlock all 20 tiers of the Operation Pass.
Once the Operation's 5-week window has concluded and it is no longer available for free, the Operation Pass will be accessible via the two premium offers outlined above.
View the trailer below to see some of this Operation's rewards in-game:
For more information on the Fleetcom Operation, visit the “Fleetcom Operation Launch” blog on Halo Waypoint.
UPCOMING OPERATIONS
Looking ahead, the next two Operations that will be active after Fleetcom are:
- Champions
- Active between September 3, 2024, and October 8, 2024.
- Free 20-tier Operation Pass featuring new rewards inspired by warriors and the spirit of competition.
- Haloween
- Active between October 8, 2024, and November 5, 2024.
- Free 20-tier Operation Pass featuring new Halloween-themed rewards.
ADDITIONAL SPARTAN POINT REWARDS
Players will now receive 100 Spartan Points (SP) for every matchmade game finished after completing their two Daily Challenges. The two Daily Challenges remain unchanged, with the first rewarding 250 Spartan Points and the second rewarding 500 XP.
Daily Challenges reset each day at 10am PT.
NEW MULTIPLAYER GAME MODE: VIP
The VIP multiplayer mode, which was first introduced in Halo 3, is now available in Halo Infinite matchmaking and Custom Games. In VIP, two teams of four players must eliminate the other team's VIP while defending their own team's VIP.
VIP mode artwork, which depicts a yellow Spartan with the VIP visual effects and a team of Spartans defending them.
Four new gameplay medals are available in the VIP mode:
- Big Deal: Survive as the VIP for 2 minutes
- Clash of Kings: Kill a VIP while being a VIP yourself
- Contract Killer: Kill 3 enemy VIP's in a single life
- Watch the Throne: Save your VIP's life
To learn more about the VIP mode, visit the "VIP Overview" blog on Halo Waypoint.
Game Mode Rules
- Each team of four players has a single VIP. The initial VIP is selected randomly at the start of the match. When a team's VIP is eliminated, the next player to respawn will return as the team's VIP.
- The VIP can endure more damage than other players and they can be identified by glowing effects around their armor. VIPs are also made visible to their own team and the enemy team by a waypoint over their head.
- Teams earn 1 point each time the enemy team's VIP is eliminated. The first team to earn 10 points or the team with the most points after 12 minutes wins the match.
COMING SOON: HEADHUNTER GAME MODE
The Headhunter multiplayer mode, which was first introduced in Halo: Reach, will soon be added to Halo Infinite matchmaking and Custom Games. In Headhunter, eight Spartans battle to collect one another's skulls and race to deposit them in the designated zone. The first player to collect 25 skulls wins the match. If a player deposits 10 skulls at once, they will instantly win the match regardless of their total score.
Headhunter mode artwork, which depicts a red Spartan collecting a skull from an eliminated green Spartan while a yellow Spartan eliminates a teal Spartan.
Stay tuned to @Halo and @HaloSupport on Twitter for the latest news on upcoming updates, including the release of Headhunter.
EXTRACTION GAME MODE CHANGES
Several changes have been made to the Extraction game mode based on player feedback and match telemetry. Additionally, several new Custom Game options are now available for Extraction. These changes include:
- Extraction Devices now emit arcing electrical visual effects when in a partially converted state.
- The Extraction audio loop can now be heard from further away than before.
- Converting an Extraction Device now only plays a single sound effect when the conversion starts, and the conversion audio loop no longer plays between the start or stop point. During conversion, the normal extraction audio loop plays uninterrupted. This change means that players converting an enemy's Extraction Device can more easily bait defenders into thinking they are distracted with the conversion interaction.
- The conversion audio loop can be re-enabled via the Extraction tab of the Custom Games Mode Editor menu.
- New Custom Game Option: Extraction Device conversions can now save progress at specific intervals (or "checkpoints") such as every quarter of progress, third of progress, or at half progress. When enabled, players are alerted to their own team's conversion progress checkpoints via user interface (UI) banners. Players on the attacking team can resume one another's conversion progress until the Extraction is completed by the defending team.
- New Custom Game Option: A banner can now appear in players' UI to alert them when an Extraction is nearing completion.
- New Custom Game Option: To provide flexibility, players can choose exactly when to show the "Extraction Nearing Completion" banner appears on players' UI before the Extraction completes.
RANKED MODE AND PLAYLIST CHANGES
Ranked Arena Updates
Several changes have been made to the Ranked Arena playlist based on player feedback and match telemetry:
- In response to feedback on the location of the Overshield on the map Aquarius, the Overshield and Thruster have swapped locations. The Overshield will now spawn top middle while the Thruster will now spawn in the P1 area.
- Spawn points have been updated on the majority of the Ranked Arena map suite: Aquarius, Argyle, Empyrean, Forbidden, Live Fire, Solitude, Streets, and Recharge. The changes are intended to make the spawn system more readable and consistent, along with reducing instances where players are spawning in overly advantageous positions. These changes include:
- Certain spawn points located in the middle of maps that have been identified as problematic have been removed.
- Additional spawn points have been added to already existing spawning areas to account for the removed spawns and to improve consistency.
Ranked Slayer Map Updates
Several changes have been made to the Ranked Slayer suite of maps based on player feedback and match telemetry:
- The map Forbidden has been removed from the Ranked Slayer playlist. The map will be reviewed for potential reimplementation in the future.
- The following map sandbox changes have been implemented in the Ranked Slayer playlist:
- Map: Cliffside
- Overshield has been added to top middle area of the map.
- The Energy Sword has replaced the Stalker Rifle in the Cage.
- A Threat Seeker has been added to the Cave
- Map: Illusion
- A Heatwave has replaced the Repulsor in the Camo Hallway.
- Thrusters have been replaced by Repulsors in the Overshield Junction.
- The S7 Snipers have moved down to the Overshield Deck areas.
- BR75 Battle Rifles have replaced the Plasma Pistols on the Camo Platforms.
- Plasma Pistols have replaced the Needlers in the Camo Pockets.
- MK50 Sidekicks have replaced the VK78 Commandos in the Camo Staging areas.
- VK78 Commandos have replaced the BR75 Battle Rifles on the Camo Deck.
- Map: Forest
- Active Camo has been removed.
- Overshield has been added to top middle area of the map.
- A Thruster has been added to the Altar and Grotto locations.
- Map: Cliffside
Fireteam CSR Limit Changes
The highest tier of the Fireteam Competitive Skill Rank (CSR) limit has been increased from 1600 CSR to 1700 CSR. For players at 1700 CSR and above, the Fireteam size for Ranked playlists is reduced to a maximum of 2 players. The Fireteam CSR limit for players between 1500 and 1699 CSR is 600 CSR.
Visit the Fireteam CSR limit article for additional information on this Ranked matchmaking system.
Deterministic CSR Payouts Update
The threshold for deterministic CSR payouts, which were first introduced in Content Update 31, has been decreased from 1800 CSR to 1700 CSR. This change will result in players with a CSR of 1700 or higher earning 7 CSR for every win and lose 7 CSR for every loss in Ranked matchmaking playlists.
The Halo Infinite development team will be monitoring telemetry and feedback for any unintended consequences of this change. You can share any feedback on this CSR payout change on the official Halo Discord server or, if you encounter any bugs or issues in-game due to this issue, submit a Bug Report ticket.
Rank Reset and Additional Ranked News
Player ranks in Halo Infinite have been reset with this update, meaning that players will need to complete Ranked placement matches after downloading the Fleetcom Operation update.
For additional information on this update's Ranked changes, including the results of a matchmaking experiment, visit the "Ranked Update | Halo Infinite" blog on Halo Waypoint.
ADDITIONAL MULTI-USE COATINGS
As in the December Mid-Season Update, several Coatings released prior to this update can now be used on any Armor, Weapon, or Vehicle Core. Expand the accordion below to view the full list of updated Coatings, which contains 57 Armor Coatings, 11 Weapon Coatings, and 6 Vehicle Coatings.
Full list of new Multi-Use Coatings (74 total)
Armor Coatings (57)
- Alabaster Cognac
- Banished Deception
- Black Coral Bone
- Blazing Gunmetal
- Blood Shadow
- Blue Mojo
- Blue Rampage
- Bluewood Bole
- Bold Industry
- Bootstrap Burn
- Burnt Chrome
- Byzantium Dream
- Carbon Tundra
- Cascade Clay
- Catawba Liver
- Crimson Sash
- Crimson Vettel
- Deep Stalker
- Desert SPARPAT
- Dogfight Makovich
- Ecru Abbey
- Foxwood Seal
- Ghost Grey
- Highlit Steel
- Iron Blood
- Kaolin Strand
- Karaba Sirocco
- Lilac Campaign
- Midnight Griffin
- Moa Assault
- Noble Defender
- Noble Executioner
- Noble Intercessor
- Noble Observer
- Noble Portal
- Noble Principle
- Nomad Sutler
- Obelisk Stone
- Old Voodoo
- Peppermint Laughter
- Purple Sun
- Redacted Records
- Redline Interrupt
- Scorched Blood
- Scorpion Horvath
- Scorpion Punch
- Shadow Sorel
- Sizzling Coral
- Stone Green
- Sunset Contessa
- Tempest Lilac
- Tiger Royalty
- Ultramarine Corps
- Unremembered Defiance
- White Tiger
- Wild Kovan
- Withered Rose
Weapon Coatings (11)
- Battleship Haze
- Burnt Chrome
- Nomad Sutler
- Olympus Tactical
- Onyx Timberwolf
- Pale Shadow
- Peppermint Laughter
- Plumfire
- Power Projection
- Snowbound
- Solarian Legend
Vehicle Coating (6)
- Carbon Tundra
- Burnt Chrome
- Bluewood Bole
- Bistre Mortuum
- Catawba Liver
- Alabaster Cognac
UPDATE: An additional set of Armor, Weapon, and Vehicle Coatings were updated in a backend update on September 3, 2024. Expand the accordion below to view the full list of updated Coatings, which contains 27 Armor Coatings, 29 Weapon Coatings, and 10 Vehicle Coatings.
Full list of new Multi-Use Coatings (66 total)
Armor Coatings (27)
- Now available on all Armor Cores and Kits:
- Ancient Flare
- Anomalous Materials
- Astral Drift
- Avalanche Slate
- Big Sur
- Cosmic Nexus
- Covenant Frontline
- Deathly Poison
- Granular
- Hammerhead Squadron
- Inhuman Bloom
- Loyal Opposition
- Northwest Sky
- Optimal Polish Initiated
- Parade Ground
- Powersuit Hero
- Red Shift
- Shred Shift
- Smellbringer
- Sunset Striker
- Test Pattern
- Timeless Moss
- Wall Breacher
- Now available on the Boggart Armor Kit:
- Bold Industry
- Crimson Sash
- Purple Sun
- Scorched Blood
Weapon Coatings (29)
- Now available on all Weapon Cores:
- Adrenal
- ANZ Launch
- Atomic Flint
- Black Cat
- Censor Link
- Corrupted Hex
- Dart Blaster
- Death Hex
- Deathly Poison
- Ember Hex
- Europe Launch
- Grey Death
- Groovy Pink
- Latin America Launch
- Lilac Campaign
- Lucky Marks
- Maltese Mayhem
- Neptune's Depth
- Nocturne Sky
- North America Launch
- Ochre Sands
- Pass Tense
- Perfect Detail
- Primal Glory
- Snow Whisper
- Sunset Striker
- Timeless Moss
- Woodland Mystic
- Zeta Sky
Vehicle Coatings (10)
- Now available on all Vehicle Cores:
- Action Block
- Avalanche Slate
- Black Sands
- Cherry Bomb
- Hammerhead
- Nocturne Sky
- Pass Tense
- Perfect Detail
- Septimal Azure
- Tasteful Sensation
SHOP ITEMS AVAILABLE IN EXCHANGE
A pair of items from a Shop bundle are available for unlock via the Exchange menu. The Haunted helmet and the Abyssal Messenger helmet attachment are available in the Exchange for 75,000 Spartan Points (SP), or they can be purchased as part of the Ghost of Reach bundle in the Shop menu.
Image of the Haunted helmet, which is based on the Haunted variant of the Pilot helmet in Halo: Reach.
If the Haunted helmet and the Abyssal Messenger helmet attachment are unlocked with Spartan Points in the Exchange menu, close and relaunch Halo Infinite to update the associated Shop bundle to a variant that does not include these items.
FORGE IMPROVEMENTS
Announcer Voice Lines in Forge
Forge creators can now access over 1,000 voiceover lines from Jeff Steitzer, the Halo multiplayer announcer. These voiceover lines can be triggered in a Script Brain by using any of the following new nodes:
- Player Announcer Voiceover For All Players
- Player Announcer Voiceover for Player
- Play Announcer Voiceover for Team
Using these nodes and voiceover lines in conjunction with the new Announcer Voice option in the Match tab of the Custom Games Mode Editor menu allows Forge creators to have full control over their game mode's communication.
The video above demonstrates various new announcer voiceover lines that can now be triggered via Script Brains.
The library of voiceover lines is organized into folders and types based on various popular game modes and legacy Halo experiences that players may want to recreate. Use the accordion below to view the folders and types of available voiceover lines.
Full list of new voiceover folders and types
- Accolades
- Attrition
- Bastion
- Capture the Flag
- Extraction
- Firefight
- Flood
- Grifball
- Infection
- King of the Hill
- Match
- Medals
- Miscellaneous
- Mode
- MultiTeam
- Objective
- Oddball
- Race
- Regicide
- Roster
- Rounds
- Score
- Skulls
- Stockpile
- Strongholds
- Territories
- Time
- Total Control
- VIP
Triggerable Music Sets
Music from the Halo Infinite Campaign can now be triggered in a Script Brain by using any of the following new nodes:
- 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
With over 100 audio sets to select from, Forge creators can further enhance their moments of combat, tension, ambience, and more. The audio sets are organized into the following categories in-game:
- Banished
- The Endless
- Forerunner
- Monitor
- Covenant
- UNSC
- Heroic
- Special
- 8-Bit
Many audio sets feature various music tracks that match the tone and category of the scene. This functionality allows players to create Forge experiences with varying and dynamic soundtracks without repetition across playthroughs.
The video above features one of the new music tracks that can now be triggered via Script Brains.
VIP Script Nodes
To help Forge creators build all-new VIP experiences, the following nodes are now available for Script Brains in Forge's Edit Mode:
- 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.
New Text Strings
Over 600 new words and phrases, also known as text strings, have been added for use in User Interface (UI) Messages. Alongside these new text strings, the new Create UI Message [C] script node has 12 message templates that allow for 3 text strings to be used at once:
- "[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]"
Screenshot of the new Create UI Message (C) node in a Script Brain nodegraph.
Navigation Marker Improvements
Navigation markers, or nav markers, have received a significant number of improvements in this update:
- 13 new filter nodes which allow for enhanced granularity around when and how players can view specific nav markers.
- New customization nodes which allow creators to select from 27 icons and 15 marker shapes.
- 2 new progress nodes which allow default nav markers to function as progress bars.
- A new Set Nav Marker Message node which allows creators to apply a text string to a nav marker.
Screenshot of several new nav marker icons and shapes on the map Chasm.
Click the accordion below to view the full list of these new script nodes and their descriptions.
Full list of new navigation marker script nodes
Filter Nodes
- 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 Markers 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 Markers 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 defined 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 defined 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.
Customization Nodes
-
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 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
Progress Nodes
- 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.
Improved Text Node
- 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.
New Minigame Mode Variants
The Minigame mode was first added to Halo Infinite in the Season 4 update and allows creators to build entirely new game modes from the ground up that are not bound to any existing rule sets. Four new Minigame variants are now available:
- Minigame Asymmetrical: uses spawn and weapon pad logic from asymmetrical Arena game modes. Asymmetrical modes utilize spawn flipping, meaning that teams switch sides of the map each round.
- Minigame BTB: uses spawn and weapon pad logic from BTB game modes.
- Minigame BTB Asymmetrical: uses spawn and weapon pad logic from asymmetrical BTB game modes. Asymmetrical modes utilize spawn flipping, meaning that teams switch sides of the map each round.
- Minigame Competitive: uses spawn and weapon pad logic from Ranked Arena game modes.
Miscellaneous Forge Improvements
The following improvements have also been implemented in Forge:
- Over 450 new names are available for the Named Location Volume object.
- A new Set VFX Status scripting node can be used to apply one or multiple of the following visual effects onto a player: Infected Alpha, Infected Beta, VIP.
- A new Activate Spartan Tracking scripting node can be used to trigger the Scan function which highlights weapons and equipment throughout the map.
- A new Apply Player Overshield scripting node can be used to apply an Overshield onto a player. A Get Player Overshield node has also been added and it will return a player's Overshield value between 0 and 1.
Screenshot of a Spartan with Infected Alpha visual effects that were applied via a Script Brain.
Balance Changes
This update contains 19 balance changes, 7 of which are for weapon variants. Weapon variants can be found in multiplayer modes such as Super Fiesta and Super Husky Raid. Section names below followed by an asterisk (*) indicate that the entry is a weapon variant.
All balance changes included in this update only apply to Halo Infinite Multiplayer, not the Halo Infinite Campaign.
More information about this update's sandbox balance changes are available in the "Sandbox Update | Halo Infinite" blog on Halo Waypoint.
Disruptor
The Disruptor's damage-over-time effect, which was removed in the May 2023 update, has returned. To trigger the effect, players must land four shots.
Developer Notes
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
The video above demonstrates the changes to the Disruptor's behavior included in this update.
Ravager
To improve its efficacy against moving targets, the Ravager now requires 5 shots, not 6 shots, to kill an enemy.
Developer Notes
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
Rebound Ravager*
The Rebound Ravager has been overhauled to align more closely with the Brute Shot from previous Halo titles.
Developer Notes
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 0.5 >> 1.25
The video above demonstrates the changes to the Rebound Ravager's behavior included in this update.
Skewer
The Skewer now reloads faster than before.
Developer Notes
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.
- Increased reload speed
- Reload playback speed scale 1 >> 1.2
- Reload while empty playback speed scale 1 >> 1.2
Volatile Skewer*
The Volatile Skewer now reloads faster. Additionally, its projectile path now aligns with the non-variant Skewer's projectile.
Developer Notes
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]
MA40 Assault Rifle
The MA40 Assault Rifle's bullet spread now fully expands to the entirety of the reticle's bloom rather than just the outer edges of the reticle.
Developer Notes
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
M41 SPNKR
The M41 SPNKR will now deal damage more consistently within its explosion radius. To compensate for this damage change, the damage radius has been reduced. Players can now carry 2 more rounds than before as well, an increase from 6 to 8 rockets.
Developer Notes
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 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
Screenshot of a Spartan holding the M41 SPNKR on the multiplayer map Bazaar.
S7 Sniper
The rate of fire has been increased and the maximum ammo count for the S7 Sniper has been increased from 20 to 24 rounds.
Developer Notes
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.
Additionally, to help address feedback around the sniper feeling a bit too slow, we've slightly increased its rate of fire.
- Increased max reserve ammo
- Rounds total maximum 20 >> 24
- Increased rate of fire
- Rounds per second from 1.111 >> 1.23
- Upper bound deceleration time 1 >> 0.8 seconds
Note: The S7 Sniper Developer Notes were updated on August 2, 2024, to reflect changes that were inadvertently omitted in the original version of these patch notes.
Flexfire Sniper*
The Flexfire Sniper will now be ready to fire upon pickup faster than before.
Developer Notes
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%
CQS48 Bulldog
Similar to the S7 Sniper Rifle and the M41 SPNKR, the CQS48 Bulldog's maximum ammo count has been increased from 21 to 28 rounds.
Developer Notes
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 to locate more shells while fighting for survival.
- Increased max reserve ammo
- Rounds total maximum 21 >> 28
M392 Bandit and Bandit Evo
The rate of fire for the Bandit Evo, which can be found in Ranked modes, and the M392 Bandit has been decreased. To compensate for the slower rate of fire, projectile accuracy while the reticle is red has been improved.
Developer Notes
We wanted to address some feedback about the Bandit's damage per second and effect on the 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
The video above demonstrates the changes to the M392 Bandit and the Bandit Evo's behavior included in this update.
Impact Commando*
The Impact Commando now has less bloom when firing and transitions to aiming down sights faster. Additionally, its zoom level has been increased from 1.4x to 2.0x magnification.
Developer Notes
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
Sentinel Beam
The Sentinel Beam now deals a consistent amount of damage regardless of the distance to the enemy or whether the beam is hitting the enemy's head.
Developer Notes
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
Stalker Rifle Ultra*
The Stalker Rifle Ultra can now kill enemies in 3 shots rather than 4 shots. Additionally, its rate of fire has been increased, its magnification has been increased from 1.4x to 3.0x magnification, and it is now slower to transition to aiming down sights.
Developer Notes
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
Unbound Plasma Pistol*
The Unbound Plasma Pistol now fires a 3 projectile burst per pull of the trigger. Additionally, it now takes longer to overheat and its projectiles are more accurate. Lastly, the EMP effect added to the base version of the Plasma Pistol in the Banished Honor update has been added to the Unbound Plasma Pistol.
Developer Notes
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 old 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
The video above demonstrates the changes to the Unbound Plasma Pistol's behavior included in this update.
Riven Mangler*
The Riven Mangler now fires faster than before, experiences less recoil, and its projectiles explode faster.
Developer Notes
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
Grenades
Grenades now have a physics impulse, meaning players can now "grenade jump" like previous Halo titles.
Developer Notes
"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.
- Added impulse to frag grenade damage effect
- Instantaneous acceleration increased 1.75 >> 3.5
- Grounded player acceleration scalar decreased 1 >> 0.1
- Added impulse to plasma grenade damage effect
- Instantaneous acceleration 2.15 >> 3.75
- Grounded player acceleration scalar 1 >> 0.1
- 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
The video above demonstrates the changes to grenade physics included in this update.
Ghost
The Ghost's wings can now be destroyed faster, which will allow on-foot enemies to hinder its movement. Additionally, the Ghost's reverse and lateral speed has been decreased.
Developer Notes
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
- Right_wing and Left_wing
- 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
Banshee
The Banshee is now more durable against colliding with world surfaces and its primary plasma cannons now deal more damage. The fuel rod cannon now reloads faster, and the fuel rod projectile now travels faster too. Lastly, the Banshee's left and right evasive maneuvers have been adjusted to allow for improved mobility.
Developer Notes
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 Banshee's receive 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
Screenshot of a Banshee flying over the multiplayer map Bazaar.
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.
If you experience a crash in Halo Infinite, please include as much of the following information as possible:
- Step-by-step instructions on what caused the crash. The more specific, the better!
- Attach an up-to-date DxDiagfile. To create a DxDiagfile, type "dxdiag" into the Start menu's search bar, press the Enter key, then click "Save All Information" when the DirectX Diagnostic Tool pops up.
- Include the Problem Report from the Control Panel app. To find this, open the Control Panel and enter "problem reports" in the search bar. Click "View all problem reports" then locate the recent Halo Infinite report. Double click on this Halo Infinite entry then use the "Copy to clipboard" button near the bottom of the window. Finally, paste this text into your ticket's comments.
Global
- Improved stability for Halo Infinite on both Xbox consoles and PC.
Multiplayer
Gameplay
- Firing through the back of the upgraded version of the Drop Wall equipment, which can be found in modes such as Super Husky Raid and Super Fiesta, no longer has a chance to impact a projectile's path.
- Projectiles are no longer blocked by the plasma pool left by the Ravager's fully charged shot.
- Projectiles no longer have a chance to be offset from players' reticles when zooming in and firing immediately after being descoped.
- Using the Grappleshot now triggers its cooldown consistently.
- The Bulltrue medal is now unlocked consistently after eliminating an enemy who is actively lunging forward with an Energy Sword.
- Ranked matchmaking sessions no longer end early when starting a new round with uneven teams.
- This fix only applies to Round 2 or later. Ranked matches will continue to end early if the match initially begins with uneven teams. For more information on this feature, visit the patch notes for the Banished Honor Update.
- The Forklift's lift can once again be raised and lowered in online multiplayer sessions.
- Use the primary fire button to raise the lift or the sprint button to lower the lift.
Menus
- The list of values for the Match Score Overrides setting in the Custom Games Mode Editor has been expanded to allow for more granular control of a match's starting score values.
- The Map Details menu now functions as expected when accessed via a Match Composer playlist.
- In the Custom Games and Customs Browser menus, the Daily Custom XP Cap is no longer listed as a "Daily Custom SP Cap" when all Battle Passes and Operation Passes are completed.
Visual
- The Monkey Paw gloves for the Mark VII Armor Core no longer appear transparent in gameplay and no longer appear distorted when using some Stances.
- The armored pieces of the Bluesteel Gloves for the Rakshasa Armor Core no longer appear to glow when using the Core Emotion or Halcyon Days Armor Coatings.
- The pouches included in the Redsteel Belt no longer appear to overlap with the Rakshasa Armor Core's pouches.
- Players' hands and weapons no longer appear to overlap when using the Infinite Mark VI Armor Kit on the Mark VII Armor Core.
Forge
Edit Mode and Creation Tools
- The Harbinger will now be affected by the Kill All Squads node in a Script Brain.
- The contents of a recently deleted Script Brain are now retained when restored via the Undo function.
- The AI Vehicle Spawner's Set Deaf and Set Blind options now function consistently.
- Changing between Physics types no longer results in a Fixed object being able to move through other objects as if it were set to Phased.
- Placing a saved Prefab no longer causes Gameplay objects to remain visible after deletion.
- Players' Monitor model will no longer appear to rotate when moving an object with a controller.
- The Add Player Ammo nodes now consistently grant the correct amount of ammo for energy weapons.
- The Create with Carriable Attached advanced option has been restored to the Power Socket objects.
- The Get Is Vehicle Type node now outputs a value of True when appropriate.
File and Map Publishing
- Updating the name or description of a Forge map no longer has a chance to revert the file to an older version.
- Players no longer need to back out of then return to the Version History menu after changing a version's name or description.
Known Issues
With this update, the team has added multiple new issues to our Known Issues lists:
- After unlocking the Haunted helmet from the Exchange, the bundle containing the same helmet in the Shop menu will become unavailable for purchase due to the helmet already being owned.
- Workaround: close and relaunch Halo Infinite to update the Shop menu. If the Haunted helmet is owned upon relaunching, the Ghosts of Reach bundle containing the helmet will be updated to a new version that does not contain it and is therefore purchasable.
- The Type-11 Defenders shoulder pads are not visible in the Customization menus or in gameplay. A future Halo Infinite update will restore this item's visibility.
- The Multi-Use weapon coatings listed below are only visible on their original Weapon Cores. A future Halo Infinite update will restore these coatings to their full Multi-Use functionality.
- Buckshot Bonanza, currently only visible on the CQS48 Bulldog.
- False Flag, currently only visible on the M392 Bandit and VK78 Commando.
- Halite Storm, currently only visible on the CQS48 Bulldog and the MK50 Sidekick.
- Neon Steel, currently only visible on the CQS48 Bulldog.
- Packed Punch, currently only visible on the CQS48 Bulldog.
- Tundra Pursuit, currently only visible on the BR75 Battle Rifle.
- Umbra Guardian, currently only visible on the S7 Sniper.
- Occasionally, players may initially spawn under the map when playing the Big Team Battle Sentry Defense mode. When this occurs, players will respawn back into the map as normal.
- A floating pane of glass is visible in the Hall area of the map Perilous.
- The Forge scripting nodes listed within the UI Nav Marker category appear in English when playing Halo Infinite with the Visual Language setting set to German.
More Information About This Update
Updating the Game
Many platforms automatically update games. To manually update or verify your game is up to date, follow the steps included in our How to Update Halo Infinite article.
Shop Bundles and Individual Items
Discounted Shop bundles are only available for purchase if none of the included items are already owned. Purchasing any of the individual items from a full bundle, such as the Crime Crusher bundle, will result in the bundle becoming unavailable for purchase.
Forge File Automatic Deletions
Forge file versions older than 30 days may be automatically deleted. Exceptions include:
- The 10 most recent versions will never be deleted.
- Published versions will never be deleted.
- Locked versions will never be deleted.
- Up to 30 different versions can be locked per Forge file.
To lock Forge file versions, follow the steps below:
- Navigate to the Community tab of the main menu.
- Select My Files.
- Select a file to view its Details menu.
- Scroll down on the lefthand side menu and select Version History.
- To lock a file version, highlight a version in the Version History menu then select Lock on the righthand menu.
Additional Resources
To learn more Halo Infinite and its development process, check out the following resources on Halo Support or Halo Waypoint:
- @HaloSupport on Twitter
- Halo Infinite Matchmaking Playlists
- Halo Infinite Player Guide
- Halo Infinite Support Glossary
- Frequently Asked Questions for Halo Infinite
- PC hardware specs and drivers for Halo Infinite
- Halo Spartan Code
Join the Halo Insider program for the chance to see new features before they’re released publicly and, if you’ve encountered a bug in-game, submit a Halo Support ticket so that the development team can investigate the issue. Thank you to all Halo Insiders and ticket submitters for their bug reports and feedback!
Download Size by Platform
Some of the changes included in this update may result in players with the Halo Infinite Campaign installed having a larger download size than previous updates.
- Xbox consoles: 11.3 GB or less
- Microsoft Store app or Xbox app on PC: 9.5 GB or less
- Steam: 5.1 GB or less
Further Resources
- If you experience problems with your Xbox console or Game Pass, Xbox Support can help you.
- If you have problems with your account, Microsoft, or Xbox purchases, Microsoft Support can help you.
- If you have problems with other purchases, please contact the retailer you purchased your game from.
- If you experience a problem in Steam that is not an in-game issue, please contact Steam Support.
- If you want a chance to participate in future Halo flights, sign up for the Halo Insider Program.