0.10.1 brings co-op networking choices, cinematic skip votes, achievements, server films and fixes across all five games. Joining servers takes less work, split-screen controllers follow their seats, and Reach's loadouts can be chosen before spawning.
Highlights
- Choose how co-op plays: Lockstep 60 (MCC), Lockstep 30 (Xbox 360), or experimental Host-authoritative co-op.
- Vote to skip cinematics. The host chooses how many players must agree.
- Achievements on player cards, earned on approved hosts through the stats service.
- Server films: optional recording, storage limits and uploads for Theater review.
- Classic networking is now the default. Both models keep one host connection per client, and client corrections take less CPU time. Enhanced remains available.
Joining and networking
- Faster joins and server switches. Joining a server already found in the browser asks that server directly, prepares its map while connecting, and avoids loading the menu scenery between servers.
- Less work checking mods. Joining no longer hashes every installed mod, and the customization question checks only the mods it needs to ask about.
- Server maps can coexist with installed mods without replacing them.
- Smoother network corrections, including the direction riders face in vehicles, with less CPU work on clients.
- One host connection per client in both networking models. Players' traffic goes through the host, removing the extra connections between clients and the standby connections to a possible replacement host.
- Host migration connects players to the replacement when it takes over, keeping the session going without maintaining those extra connections throughout the game.
- More reliable host-loss handling. A guest that paused or stopped responding is no longer mistaken for a new host.
- Server browser fixes: an unavailable favorite no longer hides another listed server at the same address.
Co-op and campaign
- Three co-op network modes in the lobby. Lockstep 60 keeps MCC's simulation rate; Lockstep 30 offers the Xbox 360's rate. Host-authoritative co-op remains experimental.
- Changing co-op modes between missions works correctly, and the next mission keeps the host's chosen mode. Fixed a crash when turning host authority on between missions.
- Cinematic skip votes work across co-op players, including Combat Evolved's cutscenes. The host or dedicated server chooses the required share of votes; players who leave or have not spawned do not hold the vote up.
- Joining Firefight no longer spends a team life on a player's first spawn.
- Campaign story characters keep their own colors.
- Combat Evolved: fixed player melee attacks that failed to strike.
- Halo 2: Marines in Cairo Station can find their way into the fight.
- Halo 2 rendering: corrected dark weapon lighting, removed bright triangular patches on models and white fragments around level trim, and restored facial animation during dialogue.
- ODST: Captain Dare is available as a playable character.
Halo: Reach
- Choose your loadout before your first spawn and on respawns in Reach game types, with the weapons and armor ability that loadout provides.
- Separate aircraft controls for climbing, descending and toggling altitude lock, all rebindable, while keeping exit and reload reachable.
- Vehicle weapon switching and gunner controls work more consistently.
- Campaign landing fixes let scripted passengers disembark.
- Cinematic fixes restore character bodies, camera framing and lighting shadows, and correct the opening scenes used by missions.
- Rendering fixes restore moa bodies, keep scenery visible and nearby detail intact, correct HUD colors and visibility, and keep mod skies whole.
- Weapon ammo displays stay visible while firing.
Forge and game options
- Forge is offered on Combat Evolved and Halo 2 maps. Combat Evolved scenery can be moved, and Reach dropships placed as scenery have collision in multiplayer.
- Starting weapons can be chosen from the selected sources, and saved game variants retain their source choices.
- Team teleporters send the team they are set to.
- Fixed a crash firing Reach's Focus Rifle on a Halo 3 map, and corrected Reach's and ODST's sound classes when their objects are used on other games' maps.
- Long option lists can be selected directly, with steadier arrows in Forge menus.
- Start New Round starts a round again, and the controller's B button closes the Forge menu as shown.
- Host rules survive changes to lobby settings.
Menus, controls and display
- Split-screen seats follow the controllers players actually join with. Games start with one player, unused controllers remain with player one, and the players seated in the menus carry into a hosted game. A game window in the background does not take controllers or add players.
- Press a key in Keyboard & Mouse settings to see its bindings. Delete or Backspace clears the binding slot under the pointer, and Tab changes category.
- Recent Maps and Recent Games make previous choices easier to find.
- Player details and a separate Leave button are restored in the lobby.
- Settings, Customize, the server browser and the game menu stay open through game changes. Server switches keep the previous game blurred on screen until the next game is ready.
- Restored loading screens and map artwork, with loading animations that keep moving.
- Sharper game and menu text on high-DPI Windows displays. Panini projection is disabled for all players.
- Controller push to talk works during gameplay, and talking indicators follow the speaker's volume.
- Player icons show server roles and earned or staff badges beside names, with optional input-device icons. Each split-screen player's appearance and icon stay with their seat.
- Menu language can follow the system or use US or British English independently of the game's language.
- Exit Game asks first, and holding Enter no longer opens and accepts the question repeatedly.
- Importing a 0.9 player folder copies it instead of moving it, leaving the original in place, and an import failure no longer prevents using the new profile.
Theater, achievements and servers
- Films replay with the world settings and host choices of the recorded game. Fixed Halo 2 campaign film loading and films of games with more than 17 machines. Mod films show their own map names and pictures.
- Films are checked before playback, and interrupted server recordings are cleaned up.
- Achievements appear on player cards, including your own outside a session. Supported achievements include the cavemen, Mythic skulls, Brainpan and Annual. They require an approved host; Explorer games do not earn them.
- Dedicated servers can record games and upload finished films, with limits on retained files, disk use and upload bandwidth. Recording and uploads are off by default.
- Playlists, game options and voting time can follow lobby size. Maps and game types can be weighted, and servers can choose between several playlists as the lobby grows.
- A player joining mid-game counts toward the next ballot's lobby size. Disabled games are skipped correctly.
- A player leaving no longer has to end the round. Hosts can choose to keep a round going after players leave; the option is off by default.
- Servers can send copies of signed match reports to additional stats services.
Install
Project Reclaimer needs Halo: The Master Chief Collection with Halo 3 installed. ODST, Halo: Reach, Halo: Combat Evolved and Halo 2 show in the game once they're installed in MCC too. No game files or game code are included: the game finds MCC in your Steam libraries, or asks where it is, and prepares the engine from your own copy the first time it starts.
- Windows: run
project-reclaimer-client-v0.10.1.exe. An installation of 0.9 offers this update itself. - macOS (Apple Silicon): unzip
project-reclaimer-client-v0.10.1-macos-aarch64.zip, move Project Reclaimer.app to Applications and open it. Apple hasn't checked these apps, so macOS blocks each one the first time: close the message, open System Settings > Privacy & Security, choose Open Anyway under Security and enter your password. Updates don't ask again. If macOS says an app is damaged, or Open Anyway doesn't appear, runxattr -dr com.apple.quarantine "/Applications/Project Reclaimer.app"in Terminal, with that app's name. - Linux: unpack
project-reclaimer-client-v0.10.1-linux-x86_64.tar.gz(-linux-aarch64on ARM64) and runproject-reclaimer; its README says how to add it to your applications. - Dedicated servers:
project-reclaimer-dedicated-v0.10.1.exeon Windows,project-reclaimer-dedicated-v0.10.1-macos-aarch64.zipon macOS,project-reclaimer-dedicated-v0.10.1-linux-x86_64.tar.gz(or-linux-aarch64) on Linux, or the Docker imageghcr.io/projectreclaimer/project-reclaimer-dedicated:0.10.1. macOS blocks a server downloaded in a browser too: runxattr -dr com.apple.quarantineon the unzipped folder in Terminal, once, before its first start. - Tools: each is a download of its own and needs nothing else from this page, so get only the one you want. The remote console is
reclaimer-rcon-v0.10.1, withRCON.mdfor setup and commands, customization mods usereclaimer-customization-editor-v0.10.1, and the Reclaimer Kit isreclaimer-kit-v0.10.1, which needs only MCC and updates itself as the game does. A bot for a dedicated server's chat and voice isreclaimer-bot-v0.10.1, withBOT.mdfor setup. Each comes as.exefor Windows,-macos-aarch64.zipfor macOS (each app opens the first time as the game does, and the bot needs the samexattrcommand as a server) and-linux-x86_64.tar.gz(or-linux-aarch64) for Linux.
The game's log is Logs/client.log in its player folder: %LOCALAPPDATA%\ProjectReclaimer on Windows, ~/Library/Application Support/ProjectReclaimer on macOS, ~/.local/share/ProjectReclaimer on Linux.