• Important Notice: Please review our guidelines regarding cheating, game balancing, and mods for Helldivers 2. Read the full notice here before downloading or uploading mods.

Gameplay Reforged 1.1

A Mod for Helldivers 2
Gameplay Reforged akl_mod_preview_image
  • 1790856675681.png
    1790856675681.png
    2.7 MB · Views: 393
  • Helldivers Read Victory News.png
    Helldivers Read Victory News.png
    2.4 MB · Views: 368
Gameplay Reforged is a customizable collection of gameplay and enemy changes for Helldivers 2. The mods rework various aspects of gameplay, big and small.

Larger reinforcements, shorter breaks between enemy and allied call-ins, mixed enemy lineups, broader SEAF support, and much more — Gameplay Reforged gives players SUPER™ freedom to customize the game experience to their enjoyment. These changes prioritize the fun factor through both buffs and nerfs across various aspects of gameplay. Choose the changes that suit you and your friends' playstyle!


What's included:
PackageContainsRemarks
Enemy Balance and BehaviorIndependently selectable enemy weakpoint, accuracy, stagger, vision, awareness, spawn rate, and spawn eligibility changesThe tamer starting rebalance changes for a fun experience. Please read the stability notes.
Gameplay SystemsCombined Illuminate Fleet, Combined Automaton Fleet, Universal Leviathans, Leviathan Altitude, Universal Heavy SEAF Presence, Faster SEAF Reinforcements, Increased Enemies, Increased Enemy Reinforcements, Lower SEAF cooldown, Lower Enemy Reinforcement cooldown, Hive Lords on All Bug Maps, etcOptional broader experimental changes. Please read the stability notes before deploying these mods

You may use either mod package individually or choose both. They do not depend on one another

Made with help from GPT-6 Astra
Requires Bingus Shared Loader v18 or newer



Installation and Game Updates:
  1. Download Bingus Shared Loader V18 or newer and install it at the highest priority order (usually bottom of Arsenal)
  2. Download Enemy Balance and Behavior and Gameplay Systems, and install the latter at a higher priority (put Gameplay Systems right below Enemy Balance and Behavior)
  3. Done :)
  4. Both mods are vanilla update-flexible; most vanilla game updates will not break either mod, and even if they do, it usually only affects certain toggles within both mods.
Stability Notes:
When launching the game, the Enemy Balance and Behavior mod will load and cause the game to experience a longer black screen, intermittent stalls, brief freezes, and some stuttering. This should subside after 2 to 4 minutes in-game, once the mod has successfully finished the bulk of its reads and writes.

Enemy Balance and Behavior can be used in multiplayer and will apply its changes to enemies, regardless of whether you host or not.

Gameplay Systems is a more powerful mod and may cause stuttering and stalling to persist even on a mission loading screen. This is because it intercepts mission data. The stuttering and stalling SHOULD disappear if you successfully get into your first game, and is unlikely to happen again in the post-lobby

Gameplay Systems may produce one long freeze that makes the game look like it has frozen. This is just the mod committing to a massive read. The game should unfreeze after 20 seconds or so.

Gameplay Systems can be used in multiplayer, but I recommend players install matching versions, ideally share the same toggles, and deploy the mods to minimize the chance of random crashes. Players who do not deploy the mods (i.e., randoms) may or may not crash after playing for a while.

Gameplay Systems is also not fully stable and may cause crashes for the player in specific situations. After extensive testing, I have documented all observable crashes and their causes below:

IssueSuggested Solution
Players may crash on city maps due to enabling Heavy SEAF PresenceEnabling Heavy SEAF Presence while playing a city mission causes this. Disable HSP before playing a city map.
Players may occasionally crash when enabling Illuminate Combined Fleet and playing on a vanilla Vote Snatchers mapVote Snatchers has very janky semantic relationships. Recommend either only enabling Vote Snatcher Focused Illuminate Combined Fleet or outright disabling the combined fleet mod when playing against Vote Snatchers.
In an otherwise stable game, assuming all players have Gameplay Systems, a non-host player who interacts with a terminal can rarely experience a crashTBH I have no clue why this happens; I'm trying to find a fix. Ideally, keep interactions with terminals to a minimum if you are a non-host player. Disabling Gameplay Systems prevents this altogether.
In a multiplayer match, players without Gameplay Systems may experience a crashDon't play with randoms or join a random lobby
One may experience a crash when they boot up a game and immediately dive into a match or tab outThe mod is doing large reads and writes, so wait a moment for it to finish. Also, do not minimize the game; make it the focused window.

Some examples:




(evil change)







Automaton Demo


Automaton Demo


Terminid Demo



Enemy Balance and Behaviour -- Detailed CHANGES:
Illuminate
Crusher: Adjusts their helmet to compensate for how many crushers can spawn on Vote Snatcher missions. Also makes medium pen ballistics more useful as a niche
Helmet:​
  • AV4 (heavy) -> AV3 (medium)
  • EXDR: 30% -> 0%
  • HP: 300 -> 390
Wretch: Rewards headshots, which are hard to land with how much they move
Head:​
  • Head is now fatal
Elevated Overseer: Moderate touch to their gun spread to prevent laser-accurate drive-by shootings
Main gun:​
  • Spread: [125,125] -> [150,150]
Overseer: Adjusts its melee swing power while preserving the bodycam-off fantasy. Now pushes players much farther away and lowers the chances of an unfun stun-lock
Main weapon:​
  • Melee push force: 20 -> 50
  • 1790860496864.png
Harvester: Compensatory durability nerf considering how oppressive they can be and how frequently they spawn on certain seeds
Hip joints:​
  • AV3 (medium) -> AV2 (light)
  • EXDR: 100% -> now 40%
  • Durability: 70% -> 50%
Veracitor: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Cockpit:​
  • EXDR: 100% -> 0%
Cockpit shield:​
  • EXDR: 100% -> 0%
Gatekeeper: Makes explosives useful against the Appropriator mechs, which otherwise shrug off explosive damage
Cockpit:​
  • EXDR: 100% -> 0%
Shield:​
  • EXDR: 100% -> 0%
Leviathan: Rewards precision AT fire and makes taking them down a worthwhile endeavour. Also nerfs their perfect vision
Vision:​
  • Halves the Leviathan's vision, so its guns' detection range is shorter. To be honest, it is still ridiculously large
Main:​
  • HP: 15,000 -> 6,000
Warp disk:​
1790860514954.png
  • Destroying the warp disk now kills the leviathan (fatal)
  • EXDR: 100% -> 0% (rewards players if they somehow manage to inflict explosive damage on the disk)
  • HP: 3000 -> 2000

Reinforcement Warp Ship: Aligns its explosive vulnerability to that of a grounded warp ship
Main:​
  • EXDR: 0% -> -100% (similar to grounded warpship and allows 1-shot from weapons like the ultimatum and c4)
Grounded Warp Ship: Aligns its demolition to that of an Automaton Fabricator
Main:​
  • Demo Force: 50% -> 40% (can be destroyed instantly by C4, spear, giga grenade, dynamite, etc)

Automatons
War Strider: Adjusts the enemy spawn rate and stagger to align it more in line with its tank cousins. Makes them more dangerous to fight head-on, but reduces their ability to spawn in chaff numbers
Encounter rate:​
  • Halves the chance of war striders being chosen to spawn. Does not affect fixed placements.
  • MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
  • 1790860530235.png
Main guns:​
  • Explosive stagger force: 15 -> 30 (will ragdoll players)
  • 1790860546414.png
  • 1790860624581.png
All Tanks: Massive buffs to their vision and tracking, further marking them as an oppressive unit that must be taken down quickly in fights. Also reduces the chance of barragers being useless
  • Doubles the forward sight of all tank variants
  • Increases the side and rear sight of all tank variants by 50%
  • Tanks now track players for twice as long after losing sight
Shredder Tank: Gives its fusion cyclers a tighter spread to live up to its IFV / AA designation
Main gun:​
  • Spread: [150,100] -> [100,75]
Conflagration Devastator: Increases spread to lower the probability of cross-map 1-taps on players
Main gun:​
  • Spread: [150,150] -> [200,200]
Gunship: Mildly increases spread on their fusion repeaters, making them mildly less oppressive without feeling like playing into an aimbot
Main gun:​
  • Spread: [50,50] -> [75,75]
Automaton Rockets: Removes the ability to ragdoll Helldivers from splash damage. Direct impact will still ragdoll
  • Explosive stagger force: 30 -> 20
  • 1790860644385.png
Cyborg Radical and Agitator: Increases their threat level to solidify their trope as a blitz/commander unit
Movement speed:​
  • Raises movement speed across the board by 20%
Melee attacks:​
  • Fist punch's push force: 15 -> 25 (shared with all devastator and crescent overseer melees)
  • Kung-fu kick's push force: 25 -> 50 (they will punt you like a stray football)
  • 1790860701115.png
Cyborg / Scout Strider Coexistence: Now allows radicals and agitators to spawn alongside scout striders, provided the Cyborg modifier is present. The difficulty determines if a reinforced scout strider spawns instead
Factory Strider: Raises encounter rate so they have a higher chance of spawning

Encounter rate:​
  • Raises the chance of Factory Striders being chosen as a unit to spawn by 33%
  • MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
Vox Engine: Tightens the macro culverin spread, making the superheavy unit much more dangerous to fight head-on. Also raises encounter rate for a taste of Cyberstan
Main guns:​
  • Spread: [160,160] -> [120,120]
Encounter rate:​
  • Raises the chance of Vox Engines being chosen as a unit to spawn by 33%
  • MUST disable Combined Automaton Fleet and Automaton Reinforcement Size profiles under the Gameplay Systems mod if you enable changes to encounter ratings
Terminids
Bile Spewer: Lowers the armor rating of its head on higher difficulties so they feel less of a chore to fight
Head:​
  • AV3 (medium) -> AV2 (light)
Alpha Commander: Gets a less durable head to indirectly buff small ballistic weapons
Head:​
  • Durability: 70% -> 35%
Dragonroach: Mildly clips its wing durability to account for it being a bile titan that behaves like a mosquito
Four wings:​
  • HP: 1500 -> 1000
  • Durability: 100% -> 50%
Chargers: Adjusts their ass so giving them backshots becomes more viable. Still much harder to destroy the ass than Hulk vents
  • Regular's bum: 80% durable -> 40% durable
  • Behemoth's bum: 100% durable -> 50% durable
  • Spore's bum: 100% durable -> 50% durable
  • Rupture's bum: 80% durable -> 40% durable
  • 1790859764379.png
Rupture Charger: The burrowing tank's head should not be tankier than that of a behemoth
Head:​
  • AV5 (tank 1) -> AV4 (heavy)
Hive Lord: Lowers the tankiness of their plates and flesh so players have a slightly better time taking down this colossus for that dopamine rush. The Hive Lord remains just as lethal
Armor plates and fins:​
  • AV5 (tank 1) -> AV4 (heavy)
Exposed flesh:​
  • Damage transfer to main: 100% -> 150%
  • EXDR: 100% -> 50%
Spore Burst Titan: Removes the ability for its vomit to ragdoll Helldivers from Narnia
Spit attack:​
  • Explosive stagger force: 25 -> 20 (no more ragdolling from splash)
  • 1790860659561.png
Spore Burst Clouds: Lowers the movement speed buff to chaff spore burst units to mildly incentivize fighting instead of rundiving
  • Movement speed bonus from gloom spores is reduced by 30%. The duration of the buff remains unchanged.

Gameplay Systems-- Detailed CHANGES:
Whereas Enemy Balance and Behavior changes individual enemy characteristics, Gameplay Systems enhance and broaden both encounter and reinforcement behavior​

Illuminate Combined Fleet: Adds significant variety in Illuminate enemies across all Illuminate missions
  • Default Profile: Allows all eligible Illuminate units to spawn, barring the Great Host, Leviathan, Wretch, and Crusher
  • Vote Snatchers Profile: Instead focuses on spawning Vote Snatcher units across all missions
Leviathan Outside Cities: Makes life miserable by allowing Leviathan spawns on ALL Illuminate missions. Pairs well with the Leviathan balance adjustment
1790857284908.png
​
Lower Leviathan Flight: Lowers the Leviathan's flight path so it flies closer to the ground. Applies to all missions where Leviathans spawn

Hive Lord in Normal Missions: Now spawns one Hive Lord in every Terminid mission. Good luck
Worm Gameplay GIF by PlayStation

Heavy SEAF Presence: Attaches the Heavy SEAF Presence modifier across almost ALL missions, making pelican SEAF reinforcements spawn everywhere. Does not work in megacities.

Quick SEAF Reinforcements: Reduces the cooldown interval between each pelican SEAF reinforcement by 20% or 50%, depending on toggle

SEAF Active Wave Cooldown: A separate cooldown toggle that reduces the duration between each wave of SEAF spawns (default, 20%, 50%). Works together with Quick SEAF Reinforcements for rapid SEAF responses!
1791008552562.png

Increased Enemy Presence: Increases ALL factions' encounter population budget by 50% to 100%, which allows enemy spawns (patrols, reinforcements, etc) generated by the game to be larger, contain heavier units, or both. This stacks with increased reinforcement size

Reinforcement Size — All 3 factions: Separately toggleable +50% and +100% enemy reinforcement sizes for Automatons, Terminids, and Illuminate. Especially nasty on the Terminid front. This stacks with increased enemy presence
NOTE: MUST DISABLE war strider and factory strider/vox weight profiles if using combined automaton fleet​
Star Wars Mas GIF by slicedbread
​

Enemy Call Cooldown: Reduces the cooldown (20% or 50% reduction) between enemy reinforcements. Keep em coming!

Combined Automaton Fleet: Allows all automaton units to spawn in every eligible mission. You can find war striders, tanks, factory striders, vox engines, cyborgs, scout striders, conflagration units, and jet brigade units all in one mission.

NOTE: MUST DISABLE war strider and factory strider/vox weight profiles if using combined automaton fleet​



What's Next (goals, not promises):
  • Optimization and stability (I will keep this a priority when maintaining this mod)
  • More gameplay and encounter changes (will incorporate new ideas that I may have, as well as player suggestions)
  • Gonna get back to working on polishing a visual mod I've been trying to finish for a while (hint: it's showcased on this page!)
6.2 MB
Log in or sign up to download
Uploaded by
SweetSwallow
Downloads
860
Comments
73
Views
11,135
First release
Last update
Platform
PC 
Version
1.1
Rating
5.00 star(s) 4 ratings

Uploaded by

  • 860
  • 11,135

Ratings

5.00 star(s) 4 ratings

Tags

There are no tags available.

More mods from SweetSwallow

  • PC Tanks Overhaul

  • PC Democracy Protectsn't

  • PC Illuminate Faction Mini-Rebalance (DEPRECATED)

  • PC GFL2 Asteria Replaces Diver Voice 3

Latest updates

  1. Gameplay Reforged 1.1

    Yet Even More Changes Added: Combined Automaton Fleet: Every automaton and cyborg can spawn on...
  2. Gameplay Reforged -- Major Expansion

    Big update: new balance changes, new encounter and coexistence options, broader gameplay systems...
  3. Major gameplay expansion and startup overhaul

    Adds a bunch of new enemy tweaks and improves mod startup behavior Short list of changes added...

Pinned comment

Pinned by the author.

SweetSwallow

Members
Members
Jul 16, 2026
45
23
PINNED FAQ / COMMON QUESTIONS

This pinned comment is aimed at answering many repeat questions:

Q: Do I need BOTH Enemy Balance and Behavior + Gameplay Systems?

No. They are completely independent mods.
  • Enemy Balance and Behavior: enemy-specific changes such as weakpoints, armor, spread, ragdoll/stagger, vision, encounter rates, etc.
  • Gameplay Systems = broader stuff such as more enemies, larger reinforcements, shorter reinforcement cooldowns, Combined Fleets, Heavy SEAF Presence, Hive Lords, etc.
You can install either one by itself or use both.

You DO still need Bingus Shared Loader v18+.





Q: Can I use ONLY one feature? I just want more enemies / SEAF / Hive Lords / etc.

Absolutely.

Basically everything is independently toggleable in Arsenal. You don't need to enable the rest of the package.

If you only want more enemies, for example, just install Gameplay Systems and enable the relevant enemy population options. You don't need Enemy Balance and Behavior at all.





Q: Does Increased Enemy Presence actually increase the number of enemies?

Yes, but it is important to understand what the profile achieves.

Increased Enemy Presence raises the game's encounter population budget by +50% or +100%. It is NOT literally a "+100% enemies visible on screen at all times" multiplier.

The game can spend the extra budget on:

  • more enemies
  • heavier enemies
  • or a mixture of both
Vanilla mission rules / spawn logic may still affect the final result.

There are also TWO other separate options:

  • Reinforcement Size = increases how large enemy reinforcement waves can be.
  • Enemy Call Cooldown = reduces the time between reinforcement opportunities.
These stack with Increased Enemy Presence.

So yes, if you enable all of them, you can make the game considerably more hard👍





Q: Does the mod work in multiplayer?

Enemy Balance and Behavior: yes. Its enemy changes can apply irrespective of whether you host.
  • That also means the changes can affect other people in the lobby. If you're joining or hosting randoms, keep that in mind. I still recommend using gameplay-changing options with friends / people who are fine with them.

Gameplay Systems: multiplayer is much more complicated.

It modifies broader mission, encounter and spawn systems. I HIGHLY recommend everybody uses:

  • the same Gameplay Systems version
  • preferably the same toggles
  • and ideally deploys the mod
Some changes can appear to work for unmodded players, but I do NOT consider mixed modded/unmodded Gameplay Systems lobbies reliably supported.

Unmodded players may:

  • crash
  • fail to see certain enemies correctly
  • see purple "?" entities
  • experience other synchronization weirdness
For example, forcing enemies like Hive Lords into missions where they normally don't exist can cause an unmodded client to show a question mark.

TL;DR: Enemy Balance is much safer for multiplayer. Gameplay Systems is best used with a premade modded group.





Q: Why does my game stutter/freeze when I first launch it?

This is expected to an extent.

Enemy Balance and Behavior performs a large amount of work during startup, so you may get:

  • a longer black screen
  • intermittent stalls
  • short freezes
  • stuttering
Most of this should disappear after the first few minutes.

Gameplay Systems is heavier and can occasionally cause one BIG freeze that makes the game look dead for ~20 seconds. Let it finish.

I also recommend not immediately diving into a mission the second the game boots and not alt-tabbing while the initial work is happening.

If the performance problems continue well after startup, then something may actually be wrong. Send me your logs, and I'll look at it.





Q: Are there currently known crash cases?

Yes.

The big ones currently known are:


  • Heavy SEAF Presence + city/megacity missions → disable Heavy SEAF Presence.
  • Illuminate Combined Fleet + vanilla Vote Snatchers missions → use the Vote Snatcher-focused profile or disable Combined Fleet.
  • A non-host interacting with certain terminals can VERY rarely crash while Gameplay Systems is active. I still don't know why this happens.
  • Unmodded players + Gameplay Systems → may crash or see invalid/missing entities.
I'm continuing to prioritize optimization where possible.



Q: Can I use Combined Automaton Fleet with the War Strider / Factory Strider / Vox encounter-rate options?

NO, do not activate all of them.

If you're using Combined Automaton Fleet, disable the individual War Strider and Factory Strider/Vox encounter-weight options.

Those options manipulate overlapping encounter relationships and are not intended to stack.

Same idea applies when an option specifically tells you in Arsenal/the mod page that another profile must be disabled. Please read those notes before enabling everything.





Q: Will a Helldivers update instantly break the whole mod?

Usually no.

Both packages were built to be reasonably update-flexible. A normal game update should not automatically destroy everything.

If Arrowhead changes a relevant structure/relationship, ideally only the affected option should stop applying instead of blindly writing to something it no longer understands.

Obviously, I cannot promise compatibility with every future update, so if something suddenly stops working after a patch, let me know.





Before reporting something as broken, please check:

  1. Bingus Shared Loader is v18 or newer
  2. Your Arsenal priorities are correct
  3. Another mod isn't conflicting with the same system
  4. You gave the mod time to finish its initial startup work
  5. You aren't using one of the known incompatible option combinations above
If it still doesn't work, send me the logs. That makes troubleshooting much easier

Ramiel GIF
 

SweetSwallow

Members
Members
Jul 16, 2026
45
23
PINNED FAQ / COMMON QUESTIONS

This pinned comment is aimed at answering many repeat questions:

Q: Do I need BOTH Enemy Balance and Behavior + Gameplay Systems?

No. They are completely independent mods.
  • Enemy Balance and Behavior: enemy-specific changes such as weakpoints, armor, spread, ragdoll/stagger, vision, encounter rates, etc.
  • Gameplay Systems = broader stuff such as more enemies, larger reinforcements, shorter reinforcement cooldowns, Combined Fleets, Heavy SEAF Presence, Hive Lords, etc.
You can install either one by itself or use both.

You DO still need Bingus Shared Loader v18+.





Q: Can I use ONLY one feature? I just want more enemies / SEAF / Hive Lords / etc.

Absolutely.

Basically everything is independently toggleable in Arsenal. You don't need to enable the rest of the package.

If you only want more enemies, for example, just install Gameplay Systems and enable the relevant enemy population options. You don't need Enemy Balance and Behavior at all.





Q: Does Increased Enemy Presence actually increase the number of enemies?

Yes, but it is important to understand what the profile achieves.

Increased Enemy Presence raises the game's encounter population budget by +50% or +100%. It is NOT literally a "+100% enemies visible on screen at all times" multiplier.

The game can spend the extra budget on:

  • more enemies
  • heavier enemies
  • or a mixture of both
Vanilla mission rules / spawn logic may still affect the final result.

There are also TWO other separate options:

  • Reinforcement Size = increases how large enemy reinforcement waves can be.
  • Enemy Call Cooldown = reduces the time between reinforcement opportunities.
These stack with Increased Enemy Presence.

So yes, if you enable all of them, you can make the game considerably more hard👍





Q: Does the mod work in multiplayer?

Enemy Balance and Behavior: yes. Its enemy changes can apply irrespective of whether you host.
  • That also means the changes can affect other people in the lobby. If you're joining or hosting randoms, keep that in mind. I still recommend using gameplay-changing options with friends / people who are fine with them.

Gameplay Systems: multiplayer is much more complicated.

It modifies broader mission, encounter and spawn systems. I HIGHLY recommend everybody uses:

  • the same Gameplay Systems version
  • preferably the same toggles
  • and ideally deploys the mod
Some changes can appear to work for unmodded players, but I do NOT consider mixed modded/unmodded Gameplay Systems lobbies reliably supported.

Unmodded players may:

  • crash
  • fail to see certain enemies correctly
  • see purple "?" entities
  • experience other synchronization weirdness
For example, forcing enemies like Hive Lords into missions where they normally don't exist can cause an unmodded client to show a question mark.

TL;DR: Enemy Balance is much safer for multiplayer. Gameplay Systems is best used with a premade modded group.





Q: Why does my game stutter/freeze when I first launch it?

This is expected to an extent.

Enemy Balance and Behavior performs a large amount of work during startup, so you may get:

  • a longer black screen
  • intermittent stalls
  • short freezes
  • stuttering
Most of this should disappear after the first few minutes.

Gameplay Systems is heavier and can occasionally cause one BIG freeze that makes the game look dead for ~20 seconds. Let it finish.

I also recommend not immediately diving into a mission the second the game boots and not alt-tabbing while the initial work is happening.

If the performance problems continue well after startup, then something may actually be wrong. Send me your logs, and I'll look at it.





Q: Are there currently known crash cases?

Yes.

The big ones currently known are:


  • Heavy SEAF Presence + city/megacity missions → disable Heavy SEAF Presence.
  • Illuminate Combined Fleet + vanilla Vote Snatchers missions → use the Vote Snatcher-focused profile or disable Combined Fleet.
  • A non-host interacting with certain terminals can VERY rarely crash while Gameplay Systems is active. I still don't know why this happens.
  • Unmodded players + Gameplay Systems → may crash or see invalid/missing entities.
I'm continuing to prioritize optimization where possible.



Q: Can I use Combined Automaton Fleet with the War Strider / Factory Strider / Vox encounter-rate options?

NO, do not activate all of them.

If you're using Combined Automaton Fleet, disable the individual War Strider and Factory Strider/Vox encounter-weight options.

Those options manipulate overlapping encounter relationships and are not intended to stack.

Same idea applies when an option specifically tells you in Arsenal/the mod page that another profile must be disabled. Please read those notes before enabling everything.





Q: Will a Helldivers update instantly break the whole mod?

Usually no.

Both packages were built to be reasonably update-flexible. A normal game update should not automatically destroy everything.

If Arrowhead changes a relevant structure/relationship, ideally only the affected option should stop applying instead of blindly writing to something it no longer understands.

Obviously, I cannot promise compatibility with every future update, so if something suddenly stops working after a patch, let me know.





Before reporting something as broken, please check:

  1. Bingus Shared Loader is v18 or newer
  2. Your Arsenal priorities are correct
  3. Another mod isn't conflicting with the same system
  4. You gave the mod time to finish its initial startup work
  5. You aren't using one of the known incompatible option combinations above
If it still doesn't work, send me the logs. That makes troubleshooting much easier

Ramiel GIF
 

Disinterred

Members
Members
Sep 24, 2026
4
2
Yea Automaton accuracy got buffed in 6.0.1, making them update their aim tracking much more often. The occasional gun down by a trooper or devastator is still an RNG spread issue, unfortunately.
Thanks for the reply. I praise your work this is super cool though I'm unsure if saying that means anything to you.