Halo Infinite Massive Spring Update Released, Patch Notes Revealed

Today marks the live release of the eagerly awaited Spring Update for the game “Halo Infinite,” available on both Xbox and PC systems. Last week, Halo Studios detailed the upcoming changes in the update for “Halo Infinite.” The main focus was on numerous modifications to the multiplayer mode. Now, players can download this patch, which could entice those who’ve been away from the recent version of Halo to return.

Overall, the recent update for Halo Infinite stands out as one of the most substantial updates the game has experienced in a while. The team at Halo Studios has introduced a new operation pass, an extra weapon, a novel game mode, and numerous enhancements to Forge. Furthermore, they’ve made adjustments to the balance of existing weapons such as the Heatwave, Shock Rifle, Assault Rifle, and Stalker Rifle.

As a dedicated fan, I can’t help but get excited about the massive update that Halo Infinite is set to receive in the near future. Although smaller patches might pop up later to handle any issues arising from this update going live, this content drop is anticipated to be one of the largest that Infinite experiences throughout 2025.

As a devoted Halo Infinite enthusiast, here’s where you can find a comprehensive breakdown of every modification made in today’s update: [Link to full patch notes]

Halo Infinite Spring Update 2025 Patch Notes

NEW OPERATION PASS STRUCTURE

From the onset of the Frontlines Operation, Operation Passes will now come in various sizes and operate differently once their initial availability period concludes. Here’s what you can expect to change:

1. Size variations for Operation Passes
2. Adapted functioning of Operation Passes post their initial availability window

  • The first Operation in each set of three features a 50-tier reward track while the following two Operations feature a 20-tier reward track. After the two 20-tier Operation Passes, a new set of three will become available and start with another 50-tier Operation Pass.
  • The 50-tier Operation Pass behaves differently based on which version of the Pass players have:
    • Players who utilize the free version of the Operation Pass will have access to the rewards labeled as “Free” within the first 20 tiers.
    • Paying for the Premium Pass offer will grant access to the free and paid rewards within the first 20 tiers as well as the paid rewards in the remaining 30 tiers.
  • Once a new Operation Pass is available, the previous Operation Pass will no longer be available for purchase. Players who purchased the Pass while it was available will continue to have access to it. As with previous Operations, the free version of the Pass will also be unavailable once a new Operation is released.
  • Going forward, the rewards from recently decommissioned Operation Passes will be re-released via Shop and Exhange offers during a future Operation.

Moving ahead, the benefits derived from the recently shut down Operation Passes will be reinstated for players at a future point in time. The contents from the free 20-tier reward track will be incorporated into the Exchange, and items from the Premium reward track will be offered for purchase in the Shop.

To gain a better understanding of these modifications, feel free to check out the Spring Update Community Livestream available below, or explore the “Spring Update 2025 | Halo Infinite” article on Halo Waypoint.

NEW OPERATION: FRONTLINES

With this update, we’re introducing The Frontlines Operation, which comes with a complimentary 20-step reward system and merchandise packages modeled after the courageous UNSC soldiers on the battlefront. Those who buy the Premium Pass will gain extra perks, unlocking an additional 50 levels of paid rewards, on top of the free rewards in the initial 20 tiers of the Operation Pass.

During the five-week span of the game’s Operation, everyone can access a 20-level free rewards system without charge. You can advance through this rewards system by accumulating Match XP in either multiplayer matchmaking sessions or custom games.

After the 5-week operation period ends, you’ll only be able to access it if you bought the Premium Pass within that timeframe. If you buy the Premium Pass during the 5-week window, you can keep it selected indefinitely through the pass switcher.

The following premium offers are also available:

  • For 1000 Credits:
    • Permanent access to all 50 tiers of the Operation pass.
    • Additional rewards for the first 20 tiers.
    • Exclusive customization items: “BR75A2 Hammer” Weapon Model for the BR75 Battle Rifle, the “Xenothreat” Weapon Coating, the “Sequence Assembly” Charm, and the “Pattern Seeker” Visor.
    • When the Operation Pass is equipped, an extra Challenge slot.
    • While the Operation is active, bonus Match XP during multiplayer matchmaking.
  • For 2,500 Credits:
    • Everything listed above in the 1000 Credits offer.
    • Instantly unlock the first 20 tiers of the Operation Pass.

UPCOMING OPERATIONS

Looking ahead, the next two Operations that will be active after Frontlines are:

  • Blue Team
    • Active between March 11, 2025, and April 7, 2025.
    • Free 20-tier Operation Pass featuring new rewards inspired by the legendary Blue Team, who were featured in Halo 5: Guardians.
  • Forerunner
    • Active between April 8, 2025, and May 5, 2025.
    • Free 20-tier Operation Pass featuring new rewards inspired by the Forerunners.

NEW WEAPON: FUEL ROD SPNKr

In Halo Infinite, players now have access to a fresh power weapon called the Fuel Rod SPNKr for use in matchmaking, custom games, Forge, and Academy. The Fuel Rod SPNKr is essentially a semi-automatic rocket launcher that carries six rounds in its magazine. This weapon, crafted by the Banished, boasts a slightly quicker firing speed compared to the UNSC’s M41 Rocket Launcher. However, it should be noted that only a direct hit will instantly eliminate an enemy Spartan, and its projectiles curve over greater distances.

NEW GAME MODE AND PLAYLISTS: ASSAULT

In the latest version of Halo Infinite, the game mode known as “Assault” – initially debuted in Halo 2 – has been added to both matchmaking and custom games. During an Assault round, two squads, each consisting of four players, compete against one another. One team’s objective is to transport a bomb and successfully plant it within the enemy base, while the other team defends their base and tries to prevent the bomb from being detonated.

There are two versions of the Assault game mode:

  • Neutral Bomb: Both teams compete with a single bomb placed in the center of the map.
  • One Bomb: A round-based mode wherein one team attacks while the other team defends their base. The defending team has a few seconds to defuse the bomb and reset its position back to its spawn point

In my gaming world, I’m that Spartan, clutching the ticking bomb, heart pounding. My comrades are around me, engaged in a fierce battle against the relentless enemy onslaught. The artwork of our Assault mode captures the intense camaraderie and high-stakes tension we experience in every match.

In addition to the standard version, a Ranked version of the Neutral Bomb game mode has been incorporated into the regular playlist for the Ranked Arena. This specific mode is available on both the Fortress and Aquarius map sets.

Rotational Assault Playlists

In the latest update, you’ll find two freshly added Assault-focused game modes now accessible through Halo Infinite’s multiplayer matching: the Assault playlists.

  • The Assault playlist features two teams of four competing in Neutral Bomb and One Bomb on various Arena maps.
  • The Squad Battle: Assault playlist features two teams of eight competing in the same game modes on Squad Battle maps.

Starting from March 11, 2025, the Assault and Squad Battle playlists will no longer be available in matchmaking.

As of March 11, 2025, the Assault and Squad Battle modes will no longer be included in matchmaking.

Both options convey the same information in a clear and easy-to-understand manner.

NEW FORGE MAP IN PLAYLISTS: ORIGIN

The game “Origin” can now be played in Custom Games and a variety of playlists through matchmaking. This game was developed using Forge and is modeled after the Halo 5: Guardians multiplayer map, Coliseum. However, it has been adjusted to fit the sandbox of Halo Infinite. For instance, weapons are now replenished via Weapon Racks, and Equipment Pads have been strategically placed across the map.

As of the launch of this update, Origin can be found in these multiplayer game rotation lists, offering the specified game types:

1. Team Deathmatch (TDM): A classic mode where two teams fight each other to reach a certain score limit, eliminating opponents to gain points.

2. Capture the Flag (CTF): A team-based mode where the objective is to capture and return the opposing team’s flag to your base while preventing them from doing the same with yours.

3. King of the Hill (KOTH): A control point mode where teams compete to hold a central location for as long as possible, earning points over time. The team with the most points at the end of the round wins.

4. Search and Destroy (S&D): In this competitive mode, one team must plant bombs at specific locations while the other defends against them. Once planted, a timer starts counting down until detonation; the defending team can defuse the bomb to prevent it from exploding. The first team to complete the required number of rounds wins the match.

5. Free-for-All (FFA): A free-for-all deathmatch mode where players compete individually against each other, aiming to eliminate as many opponents as possible and earn points based on their performance.

  • Assault
    • Neutral Bomb
    • One Bomb
  • Arena Objective
    • CTF
    • Neutral Flag CTF
    • Oddball
    • One Flag CTF
    • Strongholds
  • Ranked Arena
    • Capture the Flag (3 Captures)
    • Slayer
  • Ranked Doubles
  • Ranked Slayer
  • Rumble Pit
    • Shotty Snipe Slayer FFA
    • Slayer FFA

Furthermore, Halo Infinite’s matchmaking will soon include the playlists for Ranked Snipers and Ranked Tactical, featuring the Origin map.

NEW RANKED ROTATIONAL: RANKED SQUAD BATTLE

Additionally, a fresh Ranked mode playlist incorporating novel game types has been incorporated into Halo Infinite’s multiplayer matches. This Ranked Team Battle playlist showcases eight-versus-eight (8v8) game modes:

* Assault
* Capture the Flag
* Oddball
* Strongholds
* King of the Hill
* Slayer
* CTF Bomb
* Total Control

  • Ranked: Squad Slayer
  • Ranked Squad One Flag CTF
  • Ranked: Multi-Flag CTF
  • Neutral Bomb Squad Ranked
  • One Bomb Squad Ranked

RANKED GAMEPLAY UPDATES

New Map Jumps

In the Ranked versions of multiple maps, some fresh paths have been incorporated to enhance map navigation and introduce new travel options. This has been achieved by strategically placing small geometrical elements at crucial points.

  • Aquarius – Ranked
    • Jump added to the front side of each base
  • Streets – Ranked
    • Jump added near Plaza Stairs
  • Recharge – Ranked
    • Jump added ‘Bottom Glass’
    • Jump added in Turbine
  • Forbidden – Ranked
    • Jump added to each base’s Platform

Tune into the Spring Update Community Livestream embedded below to catch a glimpse of these leaps within the game, as well as discover additional modifications that are part of this update.

Item Placement Changes

The distribution of weapons and gear in different ranked multiplayer maps has been revised to ensure fairer battles. (Or alternatively, “The placement of weapons and tools has been adjusted across ranked multiplayer maps for a more balanced gameplay experience.”)

  • Aquarius
    • Active Camo has replaced Overshield at Top Middle.
    • Threat Seeker replaced the Plasma Grenades on Hydro.
  • Emyprean
    • The MA40 Assault Rifle and VK78 Commando Rifle have swapped locations.
    • Plasma Pistol spawn moved to Alley.
    • Repulsor spawn moved to Terminal.
    • Overshield spawn moved to Underpass.
  • Forbidden
    • The BR75 Battle Rifles have moved to the front of Bases.
    • Thrust replaced the Threat seeker at Big Door.
  • Live Fire
    • BR75 Battle Rifle spawn added to Turbine
  • Recharge
    • The Shock Rifle has been placed on a power weapon pad to align with the properties of Solitude.
  • Solitude
    • VK78 Commando Rifle has replaced Bandit at Bottom Mid.
    • Added a BR75 Battle Rifle spawn to Blue Ramp.
  • Streets
    • CQS48 Bulldog was replaced with a Mk50 Sidekick at Commercial District.

FORGE IMPROVEMENTS

New Generic Bomb Object

Incorporating the Assault game mode allows players to incorporate a bomb item into their self-designed levels as well. Once picked up, the standard bomb item behaves much like the Oddball.

  • The bomb cannot be thrown.
  • Pressing the fire button performs a melee strike.
  • The generic bomb object is heavier than the Oddball; it is much harder to move with physics impulses such as explosions and Gravity Hammers.

In scripting for node graphs, you can now reference a common bomb object, which means it can be utilized in various game modes beyond just Assault. To facilitate this, we’ve incorporated two new scripting nodes in Forge: Retrieve the Common Bomb Object (Pickup) and Place the Common Bomb Object (Drop).

Navigation Marker Visibility Scripting

Approximately ten additional scripting nodes have been incorporated, enhancing the flexibility for modifying navigation markers’ actions.

  • Adjust nav marker visibility based on a player’s line of sight:
    • Set Line of Sight to Player Visibility
    • Remove Line of Sight to Player Visibility
    • Negate Line of Sight To Player Filter
    • Set Line of Sight to Object Center Filter
    • Remove Line of Sight to Object Center Filter
    • Negate Line of Sight to Object Center Filter
  • Adjust nav marker visibility based on whether a player is sprinting:
    • Set Sprinted Visibility
    • Remove Sprinted Visibility
  • Adjust nav marker visibility based on whether a player is taking damage:
    • Set Took Damage Visibility
    • Remove Took Damage Visibility
  • Adjust nav marker visibility based on whether it is offscreen for a team of players:
    • Set Team Offscreen Visibility
    • Remove Team Offscreen Visibility
  • Adjust nav marker visibility based on any filter type:
    • Set Visibility Filter Type

New Object Scripting Nodes

As a creator within Forge, I’ve noticed some fantastic new additions that significantly enhance my gaming mode and map design experience. These are several scripting nodes designed explicitly for interacting with particular game objects, making my work smoother and more enjoyable.

  • Make player source of damage for Object damage dealt:
    • New Damage Source Object pin added to Damage Object node
  • Configure Generic Objective Objects interactions with Kill Zones nodes:
    • Objects: Register Object for Kill Volume Events
    • Events: On Registered Object Entered Kill Volume
    • Events: On Registered Object Exited Kill Volume
  • Configure Object’s physics mode within the game between, Fixed, Normal, and Zero-Gravity node:
    • Set Object Physics Mode
  • Configure which team an Object belongs to node:
    • Set Object Team

Balance Changes

Beyond the addition of the Fuel Rod SPNKr to the Halo Infinite Multiplayer environment, this update incorporates nine adjustments in game balance. Notably, these balance modifications are exclusive to the Halo Infinite Multiplayer mode and do not affect the Halo Infinite Campaign.

MA40 Assault Rifle

Initially, the MA40 Assault Rifle’s opening shots will be more precise. To compensate for this improvement, the spread during continuous firing has expanded, and it no longer provides extra damage when bullets strike an enemy’s head. Furthermore, the starting ammo count for the MA40 Assault Rifle has been decreased only in Ranked gameplay modes.

Heatwave

During the heatwave, the rate of firing has slowed, and when positioned vertically, the ammunition disperses sideways instead of shooting forward directly.

Shock Rifle

The Shock Rifle’s aim magnetism range has been decreased and auto-aim angles have been reduced.

Disruptor

In Ranked game modes, the Disruptor’s recharge time for its bloom will be longer, and it will experience larger error angles, meaning it may not cause as significant an impact on distant smaller targets. Furthermore, the initial ammo count for the Disruptor has been decreased in these modes.

Stalker Rifle

The Stalker Rifle’s rate-of-fire has been decreased.

CQS48 Bulldog

As a gamer, I’ve noticed a tweak in my trusty old CQS48 Bulldog – the rate of fire is slower now, and it seems like those headshots no longer pack that extra punch they used to.

Frag Grenades

The “bounciness” of Frag grenades has been increased.

Grenade Cast Time

To match the timing of grenade throws in previous Halo games, we’ve boosted the duration it takes for a player to hurl a grenade.

Strafe Acceleration

The values for strafe acceleration are being adjusted to enhance the experience of gameplay interactions, making them more consistent with earlier Halo games.

Resolved Issues and Bug Fixes

Many enhancements stem from the contributions made by our community through Halo Insider and support ticket submissions. We truly appreciate your active participation, so please continue to share your valuable feedback!

At Halo Studios, our Support tickets provide insights into the concerns you have regarding future updates for Halo Infinite. Our dedicated development team is constantly refining and enhancing the game by incorporating player suggestions as well as addressing bugs through ticket reports.

Should Halo Infinite encounter any crashes during your gameplay, kindly provide as many details as you can from the following list:

1. The exact moment when the crash occurred (e.g., at the start of a mission or during multiplayer)
2. Any error messages that appeared before or after the crash
3. Steps you took prior to the crash, such as loading a save file or switching game settings
4. Your system specifications (e.g., operating system, graphics card model, and RAM size)
5. Whether you were playing alone or with others in multiplayer mode, and if so, their usernames or player IDs
6. Any modifications or mods installed on your system that might be affecting the game’s performance
7. The last actions you performed before the crash occurred, such as changing graphics settings or interacting with a specific in-game object
8. A screenshot of the issue (if possible) and its location within the game world

This information will help the development team to better understand and resolve the issue more efficiently.

  • 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.

PC

  • Improved error pop-up messaging when launching Halo Infinite with an unsupported GPU. For more information on recommended PC specifications, visit the PC Hardware Specs and Drivers for-Halo Infinite article.

Xbox

  • Improved the process for reconnecting to Halo Infinite services after the game has been suspended on an Xbox console.

Multiplayer

Gameplay

  • Match loading has been improved to reduce instances of players becoming stuck in looping match intro sequences.
  • Dropping a weapon by holding the Weapon Swap button now functions more consistently.
  • Improved stability during a match’s non-interactive introduction sequence.
  • Resolved a crash that could occur when some AI units fired the Ghost’s plasma cannons.
  • When playing on the map Absolution, Eagle team members no longer have a chance to spawn on the Cobra team’s side of the map.
  • Various changes have been implemented for the Survive the Undead game mode to improve performance on Xbox One consoles.

Visual

  • Eliminating an enemy player with the Quantum Translocator’s teleportation no longer shows the MA5K Avenger’s icon in the event feed.
  • Improved object collision to reduce instances of players seeing outside of the playable area on the map Courtyard.
  • Various Armor Cores have been updated to reduce instances of details popping into view when moving closer or further from them.

Customization

  • Equipping the Green Man Armor Coating on the Mark IV and Mark V[B] Armor Cores no longer results in unintended glowing sections of armor.
  • The belt on the Master Chief Mark VI Armor Kit has been adjusted to be symmetrical.
  • The correct materials are now used on the front and back of the Veteran SRS99 Weapon Model’s scope.
  • The Mk50 Sidekick’s trigger is now visible when viewing the Stocking Stuffer Weapon Model in the Weapon Bench menu.
  • The Cloud9, Faze Clan, Liberty Clad, and Zodiac River Vehicle Coatings now better reflect their icons when equipped to a vehicle.
  • The Calling Card attachment is now available on the Eclipse and Achilles helmets as intended.
  • The MK12T2 CBRN/Trailwatch helmet attachment is now available on the Mark VII helmet as intended.
  • The Rein Supreme helmet attachment is now available on the Spartanstein helmet as intended.
  • All compatible attachments have been restored to the Torchbearer helmet.
  • The Pretty Cool weapon charm now collides with weapons as expected in the Weapon Bench menu.
  • Details on the Monkey Paw gloves no longer appear to pop into view when moving closer or further from a player wearing them.
  • Details on the UTIL/Emersound Mark I shoulder pads no longer appear to pop into view when moving closer or further from a player wearing them.
  • Adjusted the SAP/OSPA and SAP/ELT shoulder pads to improve their appearance on the Mark IV Armor Core.

Custom Games

  • The default value for the “Score Per VIP Kill as VIP” option for the VIP game mode in both Custom Games and matchmaking playlists is now 1, not 0.
  • Players’ Spartans no longer disappear when zooming in with a scoped weapon while both Third Person Camera and Machinima Controls are enabled.

Forge

Edit Mode and Creation Tools

  • Dynamic objects no longer have a chance to slightly rotate when switching between Forge’s Play and Monitor modes or when entering Custom Games.
  • The following AI units can now be spawned with the M41 Rocket Launcher:
    • Skimmer
    • Skimmer Ultra
    • Chosen Brute Warrior
    • Brute Warrior
    • Brute Minor (Blue)
    • Marine Demolition
    • Marine
  • Scripted music tracks no longer have a chance to continue playing after the match ends.
  • Improved stability when spawning several AI units in quick succession.
  • Node names are now reflected correctly in the Global Log window.
  • Objects with Dynamic Normal physics will no longer drift away indefinitely in Spartan (Test) mode.
  • Players can no longer use the Grappleshot to bypass weapon pickup filters in order to equip weapons.

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2025-02-04 23:23