Halo Warfare Evolved
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #16 of 93 Gameplay mods in this game by downloads
📋 About This Mod
Halo Warfare Evolved is an overhaul to the Weapon and AI systems within Halo Campaign Evolved. ODSTs, Battle Rifle, & Needle Rifle added to Main Campaign, CE Ammo Values, Increased AI Firing Range, AI Vitality/Shielding Adjustments, some
Description:
This mod functions as an overhaul for Halo Campaign Evolved that tweaks the AI and weapons in the game. The most notable changes are:
—Increased AI weapon firing range to make combat feel like a proper firefight. No more enemies/allies awkwardly starting at each other/the player until they get closer. Makes AI gun fighting feel like a 'suppressive fire' engagement until you get closer. This changes the feel of gun fights in large open areas, enclosed areas will still feel about the same. Beware Sniper Jackals and Rocket Flood.
—The Reach Era AI has been tweaked to not prioritize the player as heavily in combat. An example is when entering a room with Covenant and Flood, AI would prioritize the player, often to their detriment as they neglect the AI they were just fighting in favor of the player. This has been tweaked, not removed, as I feel like the AI would still sometimes prefer to shoot at the 1000lbs 7'2 super soldier. Additionally, Elites 'melee charge' has had it's frequency decreased, but not by much.
—Flood Combat Forms have been made exceptionally more aggressive, much more akin to their CE counterparts. They will relentlessly run at the player, and spend little to no time walking towards what they perceive as threats. The player can still outrun them via sprinting, but otherwise it will be a relentless fight, especially coupled with the increased spawns + higher melee damage.
—A few weapons have been tweaked to have their ammo count match CE as well as some additional changes.
Assault Rifle: 60 Rounds / 600 Reserve. Accuracy is Slightly Increase, Fire Rate is Slightly Decreased.
Shotgun: 12 Shells / 60 Reserve.
Sniper: 4 Rounds / 24 Reserve.
Rocket Launcher: 2 Rockets / 8 Reserve.
Battle Rifle: Is now in Main Campaign found on some Marines and Flood.
Fragmentation Grenade: Splash Damage Radius Slightly Increased.
Stanchion: 6 Rounds / 12 Reserve. Is now able to be used by the player in the Main & Prequel Campaign if traded with Johnson.
Sentinel Beam: Now does significantly more damage to the Flood. Approximately 30% more.
Plasma Rifle: Now does slightly more damage to the Flood. Approximately 10% more.
Plasma Pistol: Now does slightly more damage to the Flood. Approximately 10% more.
Ghost Dual Cannon: Now does slightly more damage to the Flood. Approximately 20% more.
Banshee Dual Cannon: Now does slightly more damage to the Flood. Approximately 20% more.
Shade Plasma Cannon: Now does slightly more damage to the Flood. Approximately 20% more.
Wraith Plasma Cannon: Now does slightly more damage to the Flood. Approximately 20% more.
Needle Rifle: Is now in Main Campaign found on Elites, Jackals, and Flood. Subercombine occurs regardless of if the target is Shielded.
Needler: 20 Needles / 80 Reserve. Subercombine occurs regardless of if the target is Shielded.
Energy Sword: Increased Lunge Range.
Flood Melee (All): Now does significantly more damage.
—Johnson in both the Main & Prequel Campaign, as well as Williams in the Prequel Campaign, are now able be weapon traded with. They can use any weapon except Energy Swords, and both of them also have weapon trade dialogues that can be heard. In the Main & Prequel Campaign, for balancing purposes, when Johnson 'revives' he does so with a Battle Rifle, preventing the player from farming him for endless Stanchion ammo.
—Tweaked the Vitality/Shield tables of some AI. It may feel less noticeable to the Player, but this compliments AI vs AI well with the increased weapon firing range.
Flood Combat Form (All): Slightly Increased Vitality.
Flood Combat Form (Elite): Slightly Decreased Shields.
Flood Tank: Slightly Decreased Vitality. Fighting these now feels like less of a chore, but still an impeding challenge.
Hunter: Slightly Decreased Vitality. Fighting these now feels like less of a chore, but still an impeding challenge.
Sentinel Minor: Slightly Increased Vitality, Added Shields.
Sentinel Major: Slightly Increased Vitality, Slightly Decreased Shields.
Human (All): Greatly Increased Vitality. They'll last long enough to be somewhat more helpful on Heroic/Legendary.
Elite (All): Slightly Increased Shields across all ranks.
Elite Stealth: Added Shields.
Elite Spec Ops: Moderately Increased Shields, Invisibility Removed.
—Tweaked the spawn tables so that most of the time enemies spawn regardless that would usually only spawn on legendary, spawn on every difficulty except legendary, or spawn only when the player is solo
📊 Mod Details
- Game
- Halocampaignevolved Mods
- Author
- SaikuLuwu
- Version
- 1.3
- Downloads
- 519
- Endorsements
- 9
- Category
- Gameplay
- Created
- 8/10/2026
- Updated
- 9/2/2026
- Tags
- Gameplay, Quality of Life
🔧 How to Install Halo: Campaign Evolved Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Halo: Campaign Evolved →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Halo: Campaign Evolved commands, item IDs, and more.
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