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Mouse Acceleration and Performance Fixes Coming in Halo 5: Forge Update

Have you been enjoying everything that Halo 5: Forge has to offer on Windows 10? I know I’ve been enjoying some stunning Halo action in 4K recently, and it’s certainly a big tease for a future Halo release on PC! However, like any game, it’s far from perfect and there’s another huge update coming on March 7th that will address a wide range of issues. One of the most important is the mouse acceleration issues, which should soon be resolved. There’s also some improvements to rendering performance in Forge, which is always a good thing to see.

Check you the full changelog below to see what you can expect. The game will auto-update on the 7th, and then you’re ready to rock!

Halo 5: Forge – Patch March 7th Changelog:

  • Greatly improved rendering performance on Forge objects with material swap that was causing framerate issues across many maps
  • Fixed issue where user maps were becoming corrupt/unloadable
  • Fixed issues where action description text was incorrect and/or confusing
  • Fixed an issue where “reset map state” did not work as intended
  • Fixed issue where game was forcing users into FOTUS Armor causing a large hitch
  • Fixed issue where invisible Phaeton could become visible
  • Comparing team values now works as intended
  • Added “maintain offset” option to teleporter properties
  • Can now select “score to win” as a value source
  • Fixed issue where you could despawn held weapons for players, causing a bad state
  • Can no longer accidentally target Monitor with scripts
  • When comparing a player value to a team value, it will now only compare against the team the player belongs to
  • Round end condition now works as intended
  • Classic Cargo Container no longer has visual issues
  • Added mini game decal
  • Target transforms now support excluding objects and players
  • Reset action now supports resetting either the position or rotation of an object
  • Added local or world space support for movement scripts
  • Round timer event can now trigger continuously
  • Improved spawn behavior using spawn order
  • Added “select nearest scripted command” to map options
  • Added action to allow users to force variable checks “force dirty”
  • Miscellaneous object collision fixes
  • Fixed miscellaneous vehicle welding issues
  • Fixed issue when modifying the physics type of joints
  • Fixed issue where script brains still had collision in play
  • Boundaries now render on objects that don’t have a primary color option
  • Value source for number of players on a team now works properly
  • Continuous boundary check is now more accurate
  • Miscellaneous performance improvements and bug fixes
  • Fixed mouse acceleration issues with Spartan/vehicle/turret movement
Peter Donnell

As a child still in my 30's (but not for long), I spend my day combining my love of music and movies with a life-long passion for gaming, from arcade classics and retro consoles to the latest high-end PC and console games. So it's no wonder I write about tech and test the latest hardware while I enjoy my hobbies!

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