Gameplay Reforged 1.6

A Mod for Helldivers 2
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Gameplay Reforged is a customizable collection of gameplay and enemy changes for Helldivers 2. The mods rework various aspects of gameplay, big and small.

Multi-faction battles, larger reinforcements, shorter breaks between enemy and allied call-ins, mixed enemy lineups, broader Heavy 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 SystemsMulti-faction Warfare, Global DSS Eagle Storm, Increased Patrol Frequency, Combined Illuminate Fleet, Combined Automaton Fleet, Combined Terminid Horde, Universal Leviathans, Leviathan Altitude, Universal Heavy SEAF Presence, Faster SEAF Reinforcements, Increased Enemies, Increased Enemy Reinforcements, Increased Defense Reinforcements, Lower SEAF cooldown, Lower Enemy Reinforcement cooldown, Hive Lords on All Bug Maps, Dragonroach on ALL Bug Maps, etcContains more impactful and aggressive 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 v19 or newer



Installation and Game Updates:
  1. Download Bingus Shared Loader V19 or newer and install it at the highest priority order (usually bottom of a mod manager)
  2. Disable earlier versions of Gameplay Reforged mods if you have them.
  3. Import Enemy Balance and Behavior and Gameplay Systems, and deploy the latter at a higher priority (put Gameplay Systems right below Enemy Balance and Behavior)
  4. Done :), you can choose what profiles to deploy inside any mod manager
  5. 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:
During startup, players may encounter a longer black screen, stuttering, or a prolonged freeze.

A prolonged freeze on the ship can occur during initialization. Allow two to three minutes before assuming the game has stopped responding. The timing varies with your system and selected options. Wait for startup activity to settle before beginning your first mission. Stutters and freezes go away after initialization finishes.

Using either package alone generally reduces startup work, but does not guarantee a stutter-free or crash-free experience.

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 also multiplayer compatible, but some profiles require the host to have the mod. I recommend all players have the mod installed and loaded.

Gameplay Systems is a more powerful mod and may cause moderately prolonged stuttering and stalling to persist even on a mission loading screen. This is because it intercepts mission data.

Gameplay Systems may cause rare crashes in specific situations. After extensive testing, I have documented most unresolved 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


Running into problems with the mods?
Before reporting something as broken, please check:
  1. Stability notes
  2. Bingus Shared Loader is v19 or newer
  3. Your mod manager load priorities are correct
  4. Another mod isn't conflicting with the same system
  5. You gave the mod time to finish its initial startup work
  6. You aren't using one of the known incompatible option combinations detailed both below and in the mod profile
If it still doesn't work, send me the logs, located at "%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs". That makes troubleshooting much easier.


Some in-game examples:














Automaton UFW Demo


Automaton Defense Demo


Terminid Combined Horde Demo


Terminid Combined Horde Demo


Illuminate Combined Fleet 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 enemy spawn rate and stagger. Makes them more dangerous to fight head-on.
Encounter rate:​
  • Choose between default weight or -100%, -50%, +50%, +100% relative selection weights. Fixed war strider placements may still occur.
  • 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:​
All Tanks: Massive buffs to their vision, tracking, and speed; further cements 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
  • All tank speeds increase by 100%
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:​
  • Choose movement speed buffs in 10% increments, from +10% to +100% (Adam Smasher)
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

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:​
  • Choose between default weight or -100%, -50%, +50%, +100% relative selection weights. Fixed war strider placements may still occur.
  • 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​

Universal Faction Wars: Universal Faction War mixes eligible patrols from different factions. Choose three factions at 50/25/25 or equal weighting, or two factions at 50/50 or 60/40. Two-faction modes let you select the second faction separately for each mission front. Enabling may result in marginally elevated instability.
  • Foreign Terminid patrols exclude Impalers, Hive Guards, Scavengers, Bile Spitters, and Pouncers. Foreign Illuminate patrols exclude Voteless and Obtruders. Foreign Automaton patrols exclude all small infantry besides the Commissar. These exclusions do not change the native mission faction and subfaction’s patrol roster.
  • Excluded units have their patrol weight redistributed to heavier ones, allowing for deadlier patrol compositions.
  • Patrols with unit exclusions are also guaranteed to spawn at least one heavy unit (Harvester, War Strider, Behemoth Charger)
  • Percentages describe patrol selection weights, not guaranteed enemy counts. UFW does not turn ordinary reinforcement calls into mixed-faction reinforcements.
  • Universal Faction Wars is compatible with all other profiles, including Combined Fleets. When both are enabled, Combined Fleet's effects also apply (you may get patrols with subfaction-unique units)
    • Furthermore, Factory Striders and Vox Engines may spawn on Terminid and Illuminate missions when Combined Automaton Fleet is enabled
    • Crushers and Wretches may spawn on Terminid and Automaton missions when Combined Illuminate Fleet has the Vote Snatcher option selected
    • Spore Burst units will not spawn on Automaton and Illuminate missions if the Combined Terminid Horde Spore Burst Blocker is enabled
1791433228398.png
​

Increased Patrol Frequency: All patrols now spawn 25%-100% more frequently, depending on the toggle. Good luck.

Universal Eagle Storm: Adds the DSS Eagle Storm modifier to all planets. Air superiority (and more casualties)!

1791433172139.png
​
DSS Eagle Storm Multi Eagle Payload: Choose which payload Eagle Storm strikes use (Strafing Runs, Gas Strikes, or Rocket Pods), or enable all three. When all three are enabled, Eagle Storm randomly shuffles the attack order, delivering each payload exactly once per cycle. The same payload will never strike twice consecutively, even between cycles.

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
​
Leviathan Spawn and Flight Height: Separately configures the initial spawn and ongoing flight height of the Leviathan, with lower values placing Leviathans closer to the ground

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

Dragonroach in Normal Missions: Now spawns roaches in every Terminid mission

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 25%, 50%, or 100%, which allows certain enemy spawns (like reinforcements) 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
​

Increased Defence Wave Budget: Increases the scripted reinforcement size for Eradicate and Evacuate High-Value Assets missions. May choose between +25%, +50%, and +100%.

Limit Terminid Breach Waves: Limits repeat batched waves from standard Terminid reinforcements, letting breaches start and end faster. Recommended to enable alongside Increased Enemy Presence and Increased Terminid Reinforcements.

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​

Combined Terminid Horde: Allows EVERY terminid ground unit across EVERY faction to spawn in one mission. Includes an option to block Spore Burst Units from spawning (does not affect native Spore Burst maps). Does not include dragonroaches, hivelords, and shriekers.

1791081999254.png



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!)
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Version
1.6
Rating
4.70 star(s) 10 ratings

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Latest updates

  1. Gameplay Reforged 1.6

    Further compatibility updates and a new DSS Eagle Storm payload selector Eagle Storm Rocket...
  2. Gameplay Reforged 1.5.1 — Minor Improvements and Better Logging

    Small update. Big thanks to Hung1510 for documenting mod incompatibility and sharing their...
  3. Gameplay Reforged 1.5.0: UFW Overhaul and Stability Improvements

    This update improves foreign faction patrol composition, spawn reliability, game immersion, and...

SweetSwallow

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Jul 16, 2026
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I really like this mod, especially the combined enemy fleets. Which increases enemy variety in missions. However, A complaint I have is that combining every sub faction sort of makes them pointless on the map. What I've always wanted since sub factions were added, were for them not to REPLACE normal enemies, but to just ADD their enemies alongside the normal ones. For example, Predator Strain not replacing normal Hunters, but having Hunters and Predator Hunters in the same mission. Spore Burst Strain Scavengers, Hunters, Warriors and Titans spawning with normal ones on D10. Cyborg Radicals, Agitators and Vox Engines not replacing Scout Striders and Factory Striders, etc.
As well as enemies being replaced by other ones because of difficulty level, such as Scout Striders and their reinforced variant, Chargers and Brood Commanders being replaced by Behemoths and Alphas.

Basically re-enabling base roster enemies on planets occupied by a sub faction that would otherwise replace them.
Just to make sure I'm comprehending correctly, you like the combined system, but want planets with enemy factions active to instead only spawn base units?
 

SweetSwallow

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Jul 16, 2026
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I play with the mod for some time now, but i always crash on defense mission (You know, the Evacuation one when you stay in one place and launch missile) any idea of what ? I have all the modifier active btw
Noted. I am trying to replicate this on my end. Could you send me a copy of your logs and let me know a bit more about when exactly the crash occurs -- for example, during reinforcements, waves, or something else?

In the meantime, try updating to the newest version and disabling the War Strider and Vox Engine profiles that increase their spawn rates. Those profiles overlap with Increased Encounters and Combined Automaton Fleet, which may contribute to the issue.
 

Thai81910

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Members
Sep 16, 2026
2
1
Just to make sure I'm comprehending correctly, you like the combined system, but want planets with enemy factions active to instead only spawn base units?
I meant that planets with sub factions wouldn't completely replace the base units anymore. The Cyborg sub faction disables Scout Striders and Factory Striders, but what I wanted was for them to still exists alongside the Cyborg units.
 
Last edited:

OneDeadGloom

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Apr 28, 2026
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I meant that planets with sub factions wouldn't completely replace the base units anymore. The Cyborg sub faction disables Scout Striders and Factory Striders, but what I wanted was for them to still exists alongside the Cyborg units.
I kind of like that idea. Issue is though SweetSwallow had Vox + FS option and it was meant only for Cyborg modifier yet it still spawned on normal op. Not sure how it can be programmed to make it cyborg modifier only. But I do agree that having subfacs not replace/remove base automatons should be a feature. But I don't consider this a big priority.
 

Franxs03

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Oct 3, 2026
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0
I just installed the mod and waited for like 10-15 minutes for the black screen to end, is it normal it takes that long?
 

SweetSwallow

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Jul 16, 2026
105
30
I meant that planets with sub factions wouldn't completely replace the base units anymore. The Cyborg sub faction disables Scout Striders and Factory Striders, but what I wanted was for them to still exists alongside the Cyborg units.
Gotcha, that may have been an issue with an older version of Gameplay Reforged. Right now, the Combined Automaton Fleet will still spawn all Automaton units, regardless of which vanilla factions are present on each planet. I will post an update shortly as well shortly.

Let me know if it still only spawns faction units for you after 🙂
 

SweetSwallow

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Jul 16, 2026
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I kind of like that idea. Issue is though SweetSwallow had Vox + FS option and it was meant only for Cyborg modifier yet it still spawned on normal op. Not sure how it can be programmed to make it cyborg modifier only. But I do agree that having subfacs not replace/remove base automatons should be a feature. But I don't consider this a big priority.
Yeah, I removed the Vox + Factory strider option for a comprehensive Combined Automaton Fleet now, so the issue should not exist anymore.
 

SweetSwallow

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Jul 16, 2026
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I just installed the mod and waited for like 10-15 minutes for the black screen to end, is it normal it takes that long?
Definitely not. Startup time varies depending on your CPU, RAM, and other mods, but I would consider anything over 2 minutes on a black screen to be unusually long. Ten minutes is definitely not normal.

Try out the new update and let me know if the problem persists. I will try to help if it does.
 

SweetSwallow

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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 v19+.




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

Absolutely.

Basically everything is independently toggleable in any mod manager. 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%, though 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
Also, vanilla mission rules/spawn logic may still affect the final result.

There are also THREE other separate options:
  • Reinforcement Size = increases how large enemy reinforcement waves can be.
  • Enemy Call Cooldown = reduces the time between reinforcement opportunities.
  • Increased Patrol Frequency = reduces the time between patrols
These stack with Increased Enemy Presence.

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




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 toggles.

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

Same idea applies when an option specifically tells you in 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.

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 v19 or newer
  2. Your mod manager load 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