SHODAN Stat Editor - Updates

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PC SHODAN Stat Editor v4.6.0

Updates for Helldivers 2
Preset codes: share a whole preset as one line of text. Press Copy code on the Presets page and send it to someone. They put it in the Paste a code here box and press Enter to get your preset. Small presets are under 100 characters. A code made on an older version can lose values if a game update changes the pages they were on: SSEO tells you how many it skipped.
Transmog, armor by armor: every armor now has its own page on the Armors tab. Add or remove passives on it, up to 14, or none, so you can wear the look you want with the passives you want. It changes only that armor. The passive pages are below the armors. Passives you stacked before carry over to the armors that had them.
Rename almost anything: armors, helmets, capes, passives, attachments and boosters now have Name and Description boxes, and each passive on an armor's page has a text box. Press Shift+Enter in a description for a new line.
Projectile swaps keep their looks: a swapped shot now has its trail and effects without anyone bringing the weapon it comes from, for up to 6 chosen weapons per install. A support weapon's first swap loads only when that weapon is brought, and takes one of those places. Past the limit, Install warns you, and the other shots need someone to bring their weapon for their trail.
Weapons
  • Second ammo row adds a second shot to guns without one, on a free switch or in place of a chosen one.
  • No bolt pull row skips the bolt action on the R-36 and R-40.
  • Beams: beam range, beams per barrel on the Trident and Meltagun, and how long the beam stays after the shot.
  • Bounce section on every projectile page: max bounces, bounce angle and bounce speed. 0 bounces stops grenade launcher rounds bouncing back. (#116)
  • Tips on what the expiry explosion is, and on how much a resupply box and an ammo box give.
Stratagems
  • Always bring it puts a stratagem in every mission, whatever the loadout.
  • Designation box beside the name, from the stratagem's weapon.
Vehicles and exosuits
  • Copy to button on the Vehicle, Body parts, Handling and Wheels sections copies their values to the vehicles you pick.
  • Stomp rows on exosuits, shield bash rows on the Breakthrough exosuit.
  • Tips on the Handling and Wheels rows that explain what raising or lowering each value does.
Armors: every helmet has a page, helmets sit above capes, and the RE-824 Bearer of the Standard is back on the tab.
Enemy Editor
  • All-faction pages get explosive damage, melee penetration, fire rate, reload, magazine, side and rear sight, and hearing.
  • Side and rear sight range on enemies.
  • New pages for units the list was missing, like the MG Raider, Rocket Raider and Gazer Spire.
  • Bleed-out time in seconds on each body part that bleeds out, and bleed-out rows only where they do something. (#119)
  • The Hulk's Heatsink and more body parts show their real names.
Presets
  • A description for each preset, and presets dropped in the folder are picked up.
  • Copy values to... merges a preset's values into other presets, keeping their other values.
  • Rename a preset by clicking its name. Save current changes turns gold when there is something to save.
  • Typed names, designations, descriptions and armor passive swaps are saved and loaded.
  • The changed values open per page in a list with a scrollbar. Double click a value or an item to open its page, and the mouse side buttons go back and forward through pages.
  • The loaded preset is shown by the Reset button and in Settings.
Panel
  • Items are grouped by category in each tab, armors by weight. Click a group title to close it.
  • Up/Down and arrow buttons are an optional setting, off by default, and the lists use the space.
  • Text boxes have a cursor: arrow keys, Home, End and Delete work. Ctrl+Backspace and Alt+Backspace delete a word.
  • Hovering a record id shows what it is and which pages use it.
  • Start game and Close game buttons on the Install bar.
  • Reset all values only resets the editor you are in.
  • The save before the last one is kept as config.txt.bak.
  • Install is instant, and the window opens sooner.
Fixes
  • Picking up an EAT or Commando in the primary slot no longer makes the game drop your support weapon when it runs empty. (#115)
  • Infinite ammo sits with the other Ammo rows. (#118)
  • No more "bad argument #1 to 'abs'" crash when a changed value is a none or -1.
  • A change you undo no longer shows as changed since the last install.
  • Holding Backspace in Name and Description boxes deletes much faster.
  • A possible fix for game files that refuse to be replaced: it clears the read-only mark and says why a file could not be replaced. (#114)
Languages: Spanish (Latin America) and Portuguese (Brazil).
Names and descriptions: Name and Description boxes at the bottom of weapon, throwable and stratagem pages. Type your own and Install puts them in the game, in every language.
Helldiver
  • Melee and bayonet strike rows: damage, durable damage, armor penetration, stagger and push.
  • Head hits: how much a hit to the head costs your health.
  • Weapon sway (x): the sway of every weapon you aim yourself at once, emplacements and vehicle guns too.
  • Suppression: how close enemy fire must pass to shake your aim, how far it builds up, and whether near misses count.
Weapons
  • Infinite ammo switch on every gun, sentry and vehicle weapon.
  • Spray section for flamethrowers: warm-up, pilot light, hit radius, ammo per puff and setting off mines.
  • Lock-on range for the Spear, WASP, Warrant and Missile Pistol.
  • Aim zoom for guns with built-in sights, like the Constitution.
  • Holster position on primaries: on the back, or on the hip where pistols hang. (#101)
  • Bayonet melee rows on the Constitution, Sweeper and Amendment.
  • The Punisher, Slugger, Cookout and Halt show both of their 8-round tubes, each editable.
  • Railgun: a switch to stop it blowing up when overcharged.
  • Sparks section on the Pyrotech for the sparks' damage, armor penetration, stagger, push and status effects.
  • Support weapons: Picked up into row, puts it in your primary slot when you pick it up.
  • HUD icons at the top right of each weapon, throwable and stratagem page.
  • No spare magazine rows on guns that never get spares (exosuits, sentries, emplacements).
Stratagems
  • Items per drop in a new Hellpod section, so one pod can drop two weapons or packs. (#104)
  • Bomb pattern on Eagles: how many bombs one run drops and how they land.
  • Orbitals: barrage delay, shell timing, drift and fall height, plus beam damage area and shot delay.
  • Sentry aiming: how far a sentry can turn up, down, left and right.
  • Cone angle for the Orbital Airburst Strike, Eagle Cluster Bomb and W.A.S.P. second mode. (#95)
  • Time deployed for the Shield Generator Relay. (#109)
  • One fire rate row for guns with a single rate, showing the game's default.
  • Backpack ammo stops at 1023, the most the game holds, and says why. (#108)
Vehicles and exosuits
  • Vehicle handling on the three FRVs and both tanks: weight, center of mass height, engine torque, top engine speed, gears, front and rear brake strength, and the wheels' grip, size, spring stiffness, damping and suspension travel.
  • Exosuit movement: walk speed, turn speed, stomp speed, get in and out speed, drop landing speed and stagger recovery speed.
Records: Inherits velocity and Explosion inherits velocity switches, for shrapnel that flies forward like the old Eruptor. (#102) Lifetime (s) now changes the projectile's lifetime.
Armors: Helldiver and Armor weight sit at the top of the tab. Armor weight lists the O-44 Bonded Pilot and six other armors the game names only by their helmet. (#99)
Enemy Editor
  • Animation speed on every enemy, with its own Attack animation speed and Stagger recovery speed. Faster attack animations make attacks come out sooner. Also on the All-faction pages.
  • Movement speed for each behaviour: idle, patrol, search, fight, strafe, drift, retreat and charge.
  • Suppression: how hard your fire throws off an enemy's aim, how long its aim takes to steady (in seconds, or Never), and how close your shots must land. Also on the All-faction pages.
  • Faction row on enemies, sentries and Guard Dogs: which side a unit fights for.
  • Faction-wide weapon spread, to change how accurate bots and squids are.
  • Bleed-out health for each body part, how fast body parts bleed out, and the bleed-out drain. (#91)
  • Explosive damage taken on every enemy, not only the ones that set it.
  • Grounded Warp Ship, Warp Gateway and Infested Tower pages, and demolition force on structures.
  • The Hulk's death explosion is named.
  • Tips on the Modifier patrol rows and the Size row.
  • A preset line that switches something off (reinforcements) now reaches every mission type.
Panel
  • Drag the window's edges to resize it. It keeps its shape and remembers its size. (#110)
  • Search: the * button shows only what you changed, from every tab.
  • Settings: Restore built-in presets puts the Enemy Editor's built-in presets back. Your own presets stay.
  • Section titles are translated and in capitals.
  • Starts about 9 seconds faster.
Fixes
  • Switching between the editors no longer reports changes since the last install.
  • Long text no longer runs into notes, the Presets button or past the tip box.
  • No fuse time row on the Urchin, the game ignores it there.
  • Translations for the call-in code, call-in countdown, status effect and extra stratagem rows.
Vehicle, exosuit, animation, name and description changes go into one extra file in the game's data folder. Restore removes it.
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
  • 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.
Armors: an Armor weight page, light, medium or heavy for each armor. (#89)
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
  • 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).
Panel
  • 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.
Fixes
  • 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.
  • 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.
Boosters. A new Boosters tab: Experimental Infusion, Firebomb Hellpods, Stun Pods, Concealed
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
  • 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.
Weapons
  • 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.
Stratagems: every stratagem can be an Extra stratagem, mission and President's reward ones
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.
  • - / + 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.
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.
Stratagems
  • 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.
Vehicles: Regeneration and its delay after damage, on every exosuit, FRV, tank and the GATER. Damaged parts heal; destroyed parts stay destroyed. (#73)
Throwables: impact grenades (Urchin, Arc, Caltrops, Pyrotech) have a Fuse time row: the earliest they can go off. (#68)
Panel
  • 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)
Fixes
  • 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
Shodan Stat Editor is now an offline program.
Everything since v2.4.0.
Missile flight
  • 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.
Grenade swap
  • 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).
Backpacks
  • 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.
Weapons
  • 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).
Settings
  • 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).
Panel bugfixes/improvements
  • 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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