Helldiver. Climbing and sliding (the slope angles you slide on, the highest ledge you can climb), water (how deep you go before drowning starts, how high you float, the time before you drown) and the hellpod's descent (the first drop and reinforcements).
Weapons
Armors: an Armor weight page, light, medium or heavy for each armor. (#89)
- Suppressed switch: the gun is as quiet for enemies as the game's suppressed guns. No suppressor model and the same firing sound.
- One-handed switch: the game treats the weapon as one-handed. On two-handed weapons it breaks the hip-fire animations.
- Status effects: 23 more to pick (bleed, acid, radiation, gloom and others), marked experimental. All four status slots are shown.
- Damage ticks per minute on beam weapons (Laser Cannon, Laser Sentry).
- Starting, supply and max spare magazines go up to 100000.
Optics: a follow speed row for each zoom level. Lower it if a high zoom spins the view.
Sentries and emplacements: Armor and Time deployed rows. The FRV's wheel hubs are named. (#86)
Enemy Editor
Panel
- Attack values fixed: game build 26088801 moved the damage types, so every attack showed another attack's values. Attacks were checked against the wiki: Commanders get the claw, Devastators punch and stomp, Berserkers saw and stomp, Voteless swipe and claw.
- Enemy weapon pages are named after the attack (bile spray, bile mortar, acid spit, fire breath and others), with damage rows for the bile and acid sprays.
- Values only an All <faction> page changes are shown in blue.
- No Stratagem Jammer on the Terminids tab (there are none in Terminid missions).
Fixes
- Each editor reopens on the tab and page you left it on.
- Hover the (?) next to blast proximity, blast delay, impact explosion, zoom level, zeroing distance, follow speed, Suppressed and One-handed to read what they do.
- Restore the game's files never writes over a file another tool changed after SSEO opened, and Install stops instead of building on an old copy. If another mod changed some files before SSEO, Restore says so: Steam's "Verify integrity of game files" puts back the game's own. (#90)
- Translations: Better stratagem bounce, Foliage pass-through and the Settings Back button; shorter Russian texts.
Enemy Editor. Make your own difficulty. Click SHODAN Enemy Editor at the top left: the window
turns red and edits the enemies instead; SHODAN Stat Editor switches back. One Install puts
the changes of both editors in the game. Its tabs are Terminids, Automatons, Illuminate, SEAF and
Spawning.
Boosters. A new Boosters tab: Experimental Infusion, Firebomb Hellpods, Stun Pods, Concealed
- Every enemy: health, armor, durable ratio, explosive damage taken, bleed-out health and
regeneration, and each body part's health and armor, including whether destroying it kills the enemy.- Behavior: movement speed, size, sight, hearing, how long it keeps tracking you after losing sight,
stagger resistance, and status resistances (stun, gas, fire, acid, electric).- Attacks and weapons: melee attacks, death explosions, and every enemy gun stat for stat like a
weapon: damage, armor penetration, fire rate, magazine and spread.- Shields and jamming: shield capacity and recharge, the jamming radius of Stratagem Jammers,
Command Bunkers and AA Emplacements, Cognitive Disruptor scrambling, the Leviathan's flight height.- Whole factions at once: All Terminids, All Automatons, All Illuminate and All SEAF pages change
health, armor, damage, speed and more for the whole faction. Enemies you tuned by hand keep their
own values.- Spawning: per faction, reinforcement size and frequency (or none at all), the cap on enemies at
once, patrol frequency and patrols at once, modifier patrols, outpost garrison size, Fabricator and
bug hole output.- SEAF: every SEAF soldier kind like an enemy, and which weapons each kind carries.
- Custom difficulties: the Enemy Editor's Presets hold only enemy and spawning values, apart
from your weapon setups. It comes with Default (the game's own values), Horde, Glass
Cannon and Elite; change them, delete them or make your own and share them.
Insertion, Dead Sprint, Armed Resupply Pods and Surplus EAT Allocation. The other boosters keep their
values in the game's program rather than its data files, so they can't be edited offline.
Call-in codes. Every stratagem's arrow code can be changed: press Record, then enter 1 to 9
arrows with the arrow keys or WASD. A code that clashes with Reinforce, Resupply or SOS is refused;
a clash with another stratagem is pointed out.
Weapon slot. Primary and secondary weapons have a Slot row: list a primary among the
secondaries, or a secondary among the primaries.
Optics. Every optic on the Attachments tab has its three zoom levels and three
zeroing distances.
Settings
Weapons
- Sniper crosshair in third person: sniper rifles show a crosshair when you aim in third person.
- Better stratagem bounce: stratagem balls stick on more surfaces instead of bouncing off.
- Foliage pass-through: your rockets, launcher rounds and stratagem ordnance fly through tree
canopies and bushes.
Stratagems: every stratagem can be an Extra stratagem, mission and President's reward ones
- Missile flight: the W.A.S.P. and P-33 missiles' weave, with a Weaves switch (off: they fly
straight) and a Deviation row for how far they weave.- Blast angle up to 360, also on the weapon page.
- Guns that load a round at a time (Deadeye, M90A, Sweeper, Evictor, Veto, the Arbitrator's shotgun)
show their full reload time, and the time you set is the full reload.
too (Dark Fluid Backpack, Medic Backpack).
Vehicles and Helldiver: Helldiver health regeneration; exosuit arm health, armor and
regeneration; the EXO-55's shield plate health and armor. The Combat Walker Breacher is named the
EXO-55 Breakthrough Exosuit.
Panel: the Reset button sits on the title's line, so the tabs get the whole row.
Fixes
- Simplified Chinese: the text missing in 3.2.0, clearer wording, names inside descriptions
translated.- Typing with an input method: Chinese arrives without its pinyin, and digits still type.
- Armor with stacked passives describes at most 3 effects in the armory.
Works with other mods. SSEO no longer refuses game files another mod has changed. It keeps that mod's changes and adds yours on top. Install or apply the other mod first, then press Install in SSEO. To change or remove the other mod later, press Restore in SSEO first, change the other mod, then press Install again. Where both change the same stat, SSEO's value wins. This is not thoroughly tested yet: report a mod that doesn't work with it in the issues.
Extra stratagems. (#64) Support weapons, backpacks, sentries, emplacements, orbitals and vehicles have an Extra stratagem row: the stratagem you also get when you bring this one, like the Eagles' Eagle Rearm. It doesn't take a loadout slot.
Status effects. (#24) Every damage section has Status effects rows: pick which status each hit applies (burning, stuns, gas and the rest player weapons use) and its strength. An empty slot can be filled, in order. A status added to an empty slot gets its usual strength.
- - / + steps through the stratagems by name. The stratagem list shows each one's number after its name, so you can also type it in. 0 is none.
- Eagles can be picked as extras. Chains work (A gives B, B gives C); a loop back to the same stratagem is refused, because the game crashes on it.
Stratagems
Vehicles: Regeneration and its delay after damage, on every exosuit, FRV, tank and the GATER. Damaged parts heal; destroyed parts stay destroyed. (#73)
- Countdown before delivery: the beacon's countdown before a delivery is sent. A hellpod lands this many seconds plus its 4.75 s fall after the beacon. Ship upgrades that launch support weapons and sentries at once skip it. (#43)
- Eagles: Approach distance and Speed until it has fired set how soon the jet arrives. The beacon's timer still counts down the usual time.
Throwables: impact grenades (Urchin, Arc, Caltrops, Pyrotech) have a Fuse time row: the earliest they can go off. (#68)
Panel
Fixes
- Rows with a longer note show (?) after their name: hover the row to read it.
- The window resizes to fit the screen it is moved onto, and opens where it was last closed. (#71)
- P-2 Peacemaker and Redeemer show their damage and projectile rows again, and status effects read right after the game's latest update. (#63, #69, by MunchyG)
- Hovering an armor with stacked passives no longer crashes the armory. The stacked passives' effects show in its description; an effect the passive already has is left out, as the game applies it only once. (#66)
- The updater now runs inside SSEO's own DLL instead of a script that started Windows' tar, which should stop antivirus programs from flagging SSEO as a trojan. Updating works as before. (#65, #72)
v3.1.0 auto-updater; Records tab; Helldiver stats; bugfixes
Everything since v2.4.0.
Missile flight
Grenade swap
- Weapons that fire missiles (EXO-45 Patriot rockets, FAF-14 Spear, MLS-4X Commando, StA-X3 W.A.S.P., P-92 Warrant, P-33 Missile Pistol) fly at their missile's speeds, not the projectile's, so editing their velocity did nothing. Their velocity, drag and gravity rows are replaced by a Missile flight section: launch, cruise and minimum speed, acceleration and max flight time.
- Lock-on missiles and the laser-guided Commando also get turn speeds, the angle past which a missile loses its target, and the guidance delay. The Patriot's rockets fly straight, so they don't get these rows.
- The MS-11 Solo Silo lists the silo itself (health, armor, regeneration), its missile's stats and its missile flight. Not yet tested in a mission.
Backpacks
- Grenade launchers, grenade pistols, the One-Two's launcher and the Grenadier Battlement can fire a throwable grenade, Dynamite or a throwable mine (solo missions). Choose it with - / + (0 is the launcher's own round); edit the grenade itself on the Throwables tab (thanks nnikolajev, PR #40).
Weapons
- The Hover Pack has new rows: hover time while holding height and while climbing at full speed, hover speed, climb speed, climb acceleration and climb time limit. Rows the Hover Pack never reads are gone.
- Jump Pack rows renamed to what they do: launch duration, boost after the launch.
Settings
- Move while reloading: an On/Off row for the weapons that hold you still while reloading (Autocannon, Spear, GL-28, Recoilless Rifle, Laser Cannon, Maxigun, MG-206, MG-43, Epoch, Airburst, W.A.S.P.).
- M-1000 Maxigun: wind-up and wind-down times, and "Stops you while firing" On/Off (#42). The A/G-16 Gatling Sentry gets the wind-up rows too.
- G-123 Thermite: burn time before it explodes (#38).
- Weapon explosions that make an arc (GL-52 De-Escalator) get an Arc section: range, chain length and split, damage and status effect.
- Projectile swap loads the source weapon's assets, so swapped projectiles keep their trails.
- SG-20 Halt: swapping its stun rounds now holds (its ammo type attachments are written too).
- W.A.S.P. and Warrant: damage shared by both firing modes is listed once, so editing one mode no longer silently changes the other (#35).
Panel bugfixes/improvements
- Several vehicles of a kind (on by default): a loadout can take more than one exosuit, FRV or tank.
- Unlock unused items: adds items that are in the game files but the game doesn't offer: the M-104 Incinerator FRV (stratagem list), P-41 Ombudsman, G-11 Caltrops and LAS-22 Shear (armory).
- Arc chain edits in multiplayer (on by default; not yet tested with other players): Off uses the game's arc chain length and split while other players are in the game, so arcs don't get stuck on screen (#41).
- Vehicle guns that never reload (exosuit arms, the Incinerator FRV's flamethrower) no longer show reload rows; giving them spare magazines crashed the game (#31).
- Panel size, side, opacity and the remembered tab / weapon are read back after a restart again.
- A Hover Pack recharge time of 0 no longer breaks its hover times, and values are never written as infinity.
- A value saved for a row that no longer exists no longer marks the item as changed.
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