Halo Infinite: CU29 Forge Overview

The evolution of Forge is ongoing in Update 29 (“CU29”), which is set to release on January 30th.

Since the arrival of Forge in Halo Infinite, we have consistently been amazed by the ingenuity of the community-made maps, modes, and experiences. Our objective is to continue supporting the cartographers in the Halo community as much as possible, and CU29 aims to deliver some of the most requested features—new toys and improved tools that will help unleash the creative potential of Forgers.

CU29 brings the addition of the Covenant object palette, the new Mode Creator feature, AI Toolkit enhancements, along with additional quality of life updates, and more!

To learn more about the latest update to Forge, and see some of it in action from our stream last week, read on below.

COVENANT DANCE

“When we joined the Covenant, we took an oath…”

Since the arrival of Forge in Halo Infinite, we’ve continued to expand the object palettes and aesthetics of the Halo universe available to the player—from the UNSC, to the Forerunners, to the Banished… and now, CU29 will update that list once more with some stylish purple pieces.

The Covenant palette is coming to Halo Infinite!

Over 70 new structures pieces, primitives, accents, and decals will be available for Forgers to create exciting experiences that harken back to Halo’s roots. Let’s take a look at some pretty pictures of those objects…

FORGE MODE CREATOR

The Forge Mode Creator is a new functionality that enables players to script modes in the Node Graph, then save, share, and play those experiences—just like sharing a mode created in the Custom Game menu.

Our goal with the Forge Mode Creator was threefold:

  • Enhance mode sharing and playing.
  • Facilitate modes hooking up to community maps (and vice-versa).
  • Free up map budget, as mode logic will no longer incur a map budget cost.

New assets in Forge have been created to enable this: the Mode Brain and Mode Prefab.

MODE BRAIN: Similar to a Script Brain, but dedicated to Forge Modes. This can be accessed in the Scripting section of the Object Browser.

MODE PREFAB: A Prefab designated for holding Mode Brains.

The workings of the Forge Mode Creator are as follows:

CREATE A MODE PREFAB OUT OF MODE BRAINS

To create a Forge Mode, players should place two or more Mode Brains and then create their mode in the Node Graph with them—players will need to create a Mode Prefab out of the Mode Brains containing the scripting for their mode. With multiple Mode Brains selected, bring up the Action Menu and select “CREATE MODE PREFAB.”

Halo Infinite screenshot of the Action Menu showing the option to Create Mode Prefab

Mode Prefabs function similarly to object prefabs, but these can only consist of Mode Brains. Conversely, regular object prefabs cannot use Mode Brains.

The parent Mode Brain can be cycled in the Object Properties menu after selecting a Mode Prefab. Since the Node Graph loads the parent Mode Brain when entering it with a Mode Prefab selected, this will allow to control which Mode Brain scripts to edit after creating a Mode Prefab.

The Mode Variant value is important as it indicates whether to create a mode based on existing official mode logic or to build all the logic from scratch by selecting Minigame.

Halo Infinite screenshot of the Mode Variant option in the Mode Prefab settings

HOW TO SAVE MODE PREFAB TO MY FILES

After creating a Mode Prefab, there is one more step to actually create the Forge Mode. With the Mode Prefab selected, open the Action Menu and select “SAVE MODE PREFAB.”

Saving a Mode Prefab does two things:

  • Saves the Mode Prefab (the Mode Brains)

Saved Mode Prefabs can be found in the Object Browser – Modes category, where they can be placed in a map and then edited in the Node Graph.

Halo Infinite screenshot of saving a Mode Prefab in the Action Menu
  • Saves a Forge Mode based on the logic in the Mode Prefab’s Mode Brains. Saved Forge Modes can be found in My Files and the Custom Game Editor Mode List. After saving a Forge Mode, you can then publish and/or play your Forge Mode.

NOTE: If you want to create a NEW Mode Prefab from an existing Mode Prefab, break apart the Mode Prefab FIRST and then create a new Mode Prefab from the ungrouped Mode Prefab. Ungrouping a Mode Prefab breaks its connection to the saved Forge Mode and Mode Prefab.

Halo Infinite screenshot of Version History for a Mode

This approach to mode creation opens up exciting possibilities and we can’t wait to see what the community is going to create with this new addition to Forge!

MATERIAL SWAP

Another highly requested feature from the community is material swapping for foliage and decals, which is another improvement added to Forge in CU29.

FOLIAGE
Players will be able to adjust up to three colors on select foliage objects to add a greater variety of visual flair for their creative vision.

DECALS
Players will be able to mimic stains, foliage overgrowth, and other forms of discoloration to add more set dressing to their creations. This opens up even more artistic options for Forgers when adding layers of detail to a map.

FORGE AI TOOLKIT

The Forge AI Toolkit debuted with Season 5, and with CU29, we continue to update and enhance this feature to build the best experiences possible with Halo Infinite’s AI units.

NEW SQUAD BEHAVIOR – WANDER WHEN IDLE

Wander When Idle is a new squad behavior available on the AI Spawner object. When set to ON, AI units in this spawned squad will wander around their assigned AI Move Zone when idle, which will make them seem a bit livelier.

This grants players the ability to give AI units certain traits to enhance the campaign-style and PvE experiences they are building.

  • Bonus Health
  • Bottomless Clip
  • Damage Resistance
  • Health Recharge
  • Movement Speed
  • Movement Speed With Turret
  • Prevent Weapon Firing
  • Vampirism
  • Weapon Damage

QUALITY OF LIFE IMPROVEMENTS

Improvements to single axis selection on both the scale and transform widgets.
It’s now easier to grab a selection axis of the movement and scaling widgets when using a mouse.

Added “On Player Infected” node to Node Graph.
This event node fires when a player is infected and returns both who got infected and who did the infecting.

Added “On Repair Field Heal” node to Node Graph.
This event node fires when a player or object is repaired. Returns the Repair Field Object, Healed Object, Healed Amount, and Full Regen Completed.

Added Infected Energy Sword and Mythic Sandwich as weapons.
Some weapons are just too powerful, too terrible, and indeed too delicious to even contemplate letting folks use them. The Mythic Sandwich in the wrong hands could spell doom for the entire galaxy, a weapon more devastating than the Halo Array itself… but do you know what these are? The wrong hands!

Halo Infinite screenshot of the Infected Energy Sword and Mythic Sandwich

The Infected Energy Sword and Mythic Sandwich will be available in the power spawner, weapon pads, weapon trunks, and as individually placed weapon objects.

FUTURE FORGE UPDATES

We are committed to the continued improvement of Forge and have more to come in that area this year.

Coming in future updates will be a Flood-themed palette and an alien-themed palette for you to experiment with. Let’s take a look!

Halo Infinite screenshot of the Flood palette coming in a future update
Halo Infinite screenshot of the alien-themed palette coming in a future update

That wraps up this Forge Overview for CU29, which is just days away from launch on January 30th!

We can’t wait to see what you create this year. We’ve showcased only a fraction of what you’ve been building—so don’t forget to share your maps by tagging them with “343ask” in-game.

For more on CU29 of Halo Infinite, check out our other blogs:

  • CU29 OVERVIEW – Catch up on our livestream about all things Halo Infinite in 2024.
  • MAP OVERVIEW – Take a guided tour of Illusion, the new Arena map coming in CU29.
  • CUSTOMIZATION OVERVIEW – Get a closer look at the Mark IV Armor Core, customization improvements, and upcoming Operations.

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