Pick your Bots/Bugs/Squids - Updates

  • Credit Cards Now Supported!

    Help keep AyakaMods servers running. You can now purchase Premium securely using credit cards via Patreon.

    🔥 Lifetime Premium is available for a limited time! Offer Expires November 9th, 2026.


    Get Premium & Support Us

PC Pick your Bots/Bugs/Squids 2.0

Updates for Helldivers 2
An editor for Helldivers 2 build 25988413. Adjust spawn multipliers, mapped weapon and explosion stats, and armor passives from one Windows app. Save and load presets, build and verify your changes, then install them or restore the original files.

Weapon controls include damage, magazines, recoil, spread, handling, supported fire modes and RPM choices. Projectile velocity, drag, and gravity are shown as read-only reference values.

Installation: Extract the ZIP and run <span>E_P_V08.exe</span>. The Game data folder must point to your Helldivers 2 installation’s <span>data\game</span> directory—for example, <span>D:\SteamLibrary\steamapps\common\Helldivers 2\data\game</span>. Use Browse if the detected path is wrong. Set your values and click Build Candidates. Close the game before clicking Install Built Plan, then restart it to test the changes.

Single-fire warning: Leave RPM at its original value for single-fire weapons. Changing RPM alone will not make them automatic.

This version is for build 25988413. Some newer weapon and passive controls still need in-game confirmation.
  • Like
Reactions: Popoposeer
New: release held reinforcements (Advanced tabs, off by default). Above about 100 enemies the game still accepts reinforcement calls but holds most of the squads back. This option sends them in, from every call, and stays within the population guard limits. Built in:


  • Calls stay alive while they have squads left.
  • Objective waves go first.
  • Calls nobody is near end on their own.
  • Bug breaches open on the caller’s side with up to 5 holes.

Optional settings:


  • Endless: a call keeps going while players are near it.
  • Repeat: a call that runs out starts over.
  • Follow players: a call stops once everyone has moved away.
  • Squads per call: how many held squads one call can send.
  • In-air / emerging cap: how many released enemies can be on their way at once.

Redesigned advanced tabs


  • ADVANCED BOTS / SQUIDS and ADVANCED BUGS now have the same rows in the same order.
  • Each tab has an on/off switch (F6) and Reset to defaults.
  • The patrol limit counts only patrol enemies, and it is off by default.

Main tab


  • One enemy limit for all factions, next to the population guard.
  • Reset to defaults.

Mix tabs: Copy to all tabs copies a mix to the faction’s other tabs.


Visual toggles: the flare on added bot calls and the alarm and orbs on added Illuminate calls can now be turned off.


Calmer guard: patrols stay at normal size while the guard is holding spawns back and while it opens up again, so there are no big bursts after a pause.


New Extras tab (Terminid missions, solo only, experimental):


  • Hive World on the selected bug planet: Hive Lords on any bug planet, at difficulty 7 and up.
  • Hive Lords alive at once: up to 3. Each one spawns through the game’s own Hive Lord spawn at its own spot, with an interval and a replace killed Lords option.

Requirements: Bingus Shared Loader v15 or newer (v20 recommended). Steam build 25480438.


Install: close the game, replace the previous package in your mod manager, and deploy. Settings from 1.8.2 carry over. New options start off, so the mod plays like 1.8.2 until you turn them on.
Fixed a bug where disabling the mod still allowed Illuminate and Terminid mixes to apply
An experimental feature accidentally made it through to the public release
  • Improves Terminid guard balancing by accounting for mission and difficulty eligibility.
  • Refines guard assignments to better match your selected percentages.
  • Restores 1–6× ranges for patrol count, patrol cooldown rate and reinforcement budget.
  • Includes all 1.8.0 improvements.
Patrol size remains 1–2×, and reinforcement cooldown reduction remains 0–90%. Default values are unchanged.

Percentages remain targets; native placement, budgets and population limits still apply. Start a new mission after updating.
Updated how your selected percentages are distributed across spawn templates.

  • Patrols and reinforcements: All three factions now account for template selection weights and squad quantities when applying your mix.
  • Bot and Illuminate patrols: Selected units use separate tags within existing pool rows, allowing individual balancing.
  • Terminid guards: Added balancing for both guard template groups, accounting for their different selection methods.
  • Optional equalized breach costs: A new Terminid faction setting gives selected breach units the same weighted-average unit cost. Your existing breach-cost multiplier applies afterward. Disabled by default.
Native special entries remain protected. Percentages represent target unit proportions; game budgets, eligibility rules, population limits and separate spawn sources can still affect the resulting mix.
You can kill squids now
Subfaction rules are in the mod now, so you can see what units replace what in sufaction planets, if the units arent replaced by any they are available in the tabs but will only work if the subfaction is active