Spawn increaser - all factions - works in multiplayer 2026-10-20

A Mod for Helldivers 2
Spawn increaser - all factions - works in multiplayer akl_mod_preview_image
Increases spawns for all three factions. This mostly causes light and medium units to spawn multiple times. Heavy units remain as they are across all factions and are only slightly increased. While these changes might still look very basic to experienced modders, these settings were intentionally designed for a fun multiplayer experience. To keep online lobbies balanced and stable, heavy units have barely been increased.


Patrol units are noticeably increased, as are enemy reinforcements. An enemy reinforcement wave will flood the battlefield with units for about 3 minutes across all factions—so get ready for a lot of action!


Because the Illuminate reinforcement animations take a very long time, it didn't improve the gameplay in the way I wanted. Therefore, I have left the Illuminate reinforcements completely vanilla. To compensate and achieve a similar gameplay effect but with much better execution, I have significantly increased the spawn rates and sizes of the Illuminate Patrol units instead.



View: https://www.youtube.com/watch?v=PLPxsENdOhU


View: https://www.youtube.com/watch?v=LWxFp4XkVZU


View: https://www.youtube.com/watch?v=H-x6mzhjsmU
383 KB
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Uploaded by
erenbeifong
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347
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28
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3,586
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Platform
PC 
Version
2026-10-20
Total Size
383 KB
Rating
5.00 star(s) 2 ratings

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Latest updates

  1. Reinforcement and Illuminate fix

    Some players reported an issue where enemy reinforcements would suddenly stop spawning. This...

PyroToaster

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Members
Oct 1, 2026
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0
how about instead of making the illuminate a 3 min reinforcment time, you increase the light and med armor units that get made per ship, this way we're only waiting for 3-5 shipps but we have FAT bulk of reinforcements to fight, I'm on your side with illuminates things are really slow with them, or also make their patrols thicker?

Or make a mod to make illuminate ships faster lol
 
Last edited:

erenbeifong

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Members
Oct 11, 2026
18
1
how about instead of making the illuminate a 3 min reinforcment time, you increase the light and med armor units that get made per ship, this way we're only waiting for 3-5 shipps but we have FAT bulk of reinforcements to fight, I'm on your side with illuminates things are really slow with them, or also make their patrols thicker?

Or make a mod to make illuminate ships faster lol
Unfortunately, all units in the game are divided into 'groups'. Each group can hold a maximum of 32 units. I've always tried to maintain a good balance between this limit and vanilla gameplay balance. As I mentioned, the configs are designed for multiplayer.
Anyway, due to this group mechanic, it’s impossible to cram all units into just a few ships or a single bug breach. While I can increase the total number of enemy units, they will still spawn in groups. This results in a single breach lasting 8 to 10 minutes, and an Illuminate reinforcement taking up to 30 minutes! :D
I’ve already tried everything, but unfortunately, I haven't found a perfect solution yet.
making the illuminate ships faster is intresting i will look if i can find that ty for the tip
 

PyroToaster

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Members
Oct 1, 2026
2
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np! Im gonna try your mod out, I really want a more improved enemy wave experience without it being ridiculous but also stable enough to run publicly and have those meaty halo fire fights that I CRAVE

I think if you could solve the illuminate ship speed it make it on par with action like the bots and bugs
 

erenbeifong

Members
Members
Oct 11, 2026
18
1
np! Im gonna try your mod out, I really want a more improved enemy wave experience without it being ridiculous but also stable enough to run publicly and have those meaty halo fire fights that I CRAVE

I think if you could solve the illuminate ship speed it make it on par with action like the bots and bugs
Have fun trying it out! And yeah, I felt exactly the same way. It is possible to multiply everything by 5 in the editor, but then you end up with permanent packs of 5 Impalers, Bile Titans, Chargers, and all the other heavy units. Not only is that not the intended goal, but in my experience, everyone instantly leaves the lobby the moment they see a 5-pack of heavy units like that.
 

seventh21

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Sep 12, 2026
7
8
none of the .json files are working for the HD2R Editor preset import, am i doing something wrong or do i just need to have the mod/dependencies loaded thru arsenal?
 

erenbeifong

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Members
Oct 11, 2026
18
1
none of the .json files are working for the HD2R Editor preset import, am i doing something wrong or do i just need to have the mod/dependencies loaded thru arsenal?
This is not a real mod, its a config to copy and paste for the HD2R Editor Mod, so you need to install the HD2R Editor in your Arsenal - start the game - in game you press F8 to open the HD2R Editor, on top it says ''preset'' there you open my file and press on ''apply''
 

achachala

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Members
Sep 10, 2026
2
2
I'm having the same issue locating the preset file. There's nothing within the mod itself that looks like a preset file from what I can tell? I may just be doing something wrong, but it isn't apparent to me at first glance.
 

Reptiliansarehere

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Nov 22, 2025
36
58
This is not a real mod, its a config to copy and paste for the HD2R Editor Mod, so you need to install the HD2R Editor in your Arsenal - start the game - in game you press F8 to open the HD2R Editor, on top it says ''preset'' there you open my file and press on ''apply''
Look, sorry, we may all be stupid here or something but this isn't making sense. I have runtime, I have the runtime editor, I have your file. I have it both in zip and extracted. In zip, it does not show when importing a file from the editor under presets. The unzipped file does however show up and none of the files work.

*UPDATE: I've looked under editor under browse> Enemies> Mission difficulty and Super Helldive has a plugin icon indicating a mod is active. It shows encounter points and guardforce points have been altered to be almost doubled by a mod.
I initially installed this mod via just hucking it into Arsenal after runtime and editor and whatnot. I still haven't figured out how to "import" a file without it throwing an error, but having this hucked right into Arsenal seems to be working? So, why is the author telling us to import it, lol?
And it's only done anything for Terminids. I am certain I do not have another mod installed altering my spawn rate as I haven't downloaded anything like this. Maybe some random mod has it hucked into it as a surprise, but I kind'a doubt it.
 
Last edited:

erenbeifong

Members
Members
Oct 11, 2026
18
1
Look, sorry, we may all be stupid here or something but this isn't making sense. I have runtime, I have the runtime editor, I have your file. I have it both in zip and extracted. In zip, it does not show when importing a file from the editor under presets. The unzipped file does however show up and none of the files work.
Do you mind going discord with me so we can try to figure it out im curious now
 

erenbeifong

Members
Members
Oct 11, 2026
18
1
If you only change this setting, the game will throw the exact same spawns at you in massive quantities—including all the heavy units. This could become problematic for many vanilla players in public lobbies. The settings under 'spawn composition' are crucial for making the system spit out mostly light and medium enemies.
Additionally, you need to lower the cost of all enemies, since most of them default to 1. If you just crank up the pure spawn count, the spawns will get blocked pretty quickly by the costs. That’s why in my configurations, all costs are reduced to 0.05, light and medium spawns are increased, and heavy spawns are reduced.

Look, sorry, we may all be stupid here or something but this isn't making sense. I have runtime, I have the runtime editor, I have your file. I have it both in zip and extracted. In zip, it does not show when importing a file from the editor under presets. The unzipped file does however show up and none of the files work.

*UPDATE: I've looked under editor under browse> Enemies> Mission difficulty and Super Helldive has a plugin icon indicating a mod is active. It shows encounter points and guardforce points have been altered to be almost doubled by a mod.
I initially installed this mod via just hucking it into Arsenal after runtime and editor and whatnot. I still haven't figured out how to "import" a file without it throwing an error, but having this hucked right into Arsenal seems to be working? So, why is the author telling us to import it, lol?
And it's only done anything for Terminids. I am certain I do not have another mod installed altering my spawn rate as I haven't downloaded anything like this. Maybe some random mod has it hucked into it as a surprise, but I kind'a doubt it.
If you only change this setting, the game will throw the exact same spawns at you in massive quantities—including all the heavy units. This could become problematic for many vanilla players in public lobbies. The settings under 'spawn composition' are crucial for making the system spit out mostly light and medium enemies.
Additionally, you need to lower the cost of all enemies, since most of them default to 1. If you just crank up the pure spawn count, the spawns will get blocked pretty quickly by the costs. That’s why in my configurations, all costs are reduced to 0.05, light and medium spawns are increased, and heavy spawns are reduced.