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- Super Earth has issued a fresh requisitions order: the rifle and melee passes join the M90A retune, revised orbital budgets and selectable Ragdoll Rebalance.
- Assault rifles: Liberator sway 0.9 → 0.8; Carbine ergonomics 65 → 75 with increased recoil; Penetrator 70/18 at direct AP3 → 60/15 at direct AP4; Concussive 75/35 at AP2 → 50/50 at AP3; Pacifier status strength 3 → 5.5.
- Scorcher capacity 24 → 30. Sickle's shared cold round 70/7 → 85/10. Double-Edge receives warm-round and heat-level penetration changes. Seven rifles gain full-reload authoring targets; measured complete animation times are not claimed.
- StA-52 90/22 → 80/85; One-Two 110/33 → shared Tenderizer 115/35. StA-52 selection also switches One-Two ammunition even when One-Two's own option is off. Guard Dog switches from Penetrator ammunition to the Halo MA5C round. With MA5C tuning enabled: 70/18 → 90/22 damage, retaining direct AP3. Loyal support fire receives a familiar Halo requisition.
- M90A AP3 per pellet 55/33 → 83/50, with 15 pellets retained; spread 200/160 → 150/120 mrad and drag 10 → 7.2. The M90A now has one medium/AP3 configuration; the light/AP2 alternative is removed. Spray & Pray 330 → 450 RPM; short 30 shells, extended 50 → 40 shells and drum 40 → 50 shells. Extended maximum spares rise 11 → 12. Close the distance and deliver Democracy one shell at a time.
- Melee: Baton 165/165 → 240/240; Saber 375/375 → 376/376; Defoliation Tool 1,350/1,350 → 900/900; Hammer ordinary strike 300/150 → 600/600. Add Machete, Entrenchment Tool and ordinary gun bashes. Lance and Hatchet retain their prior damage.
- Vamp becomes part of each selected dedicated melee weapon: every eligible kill grants 1 HP/s for ten seconds, with uncapped independent stacks and maximum-health clamping. No separate option is needed. Gun-bash and bayonet attribution remains unresolved.
- Reviewed melee contact dimensions gain 50% forward length, excluding Hammer's explosive tip and Defoliation Tool. Saw width X/Y 0.10/0.40 → 0.15/0.50 and repeat-hit interval 0.10 → 0.075 s. Native contact dimensions are not measured world-space reach.
- Orbital cooldown/mission stock: Precision 20 s/33 → 30 s/18; Gatling 15 s/20 → 20 s/12; Airburst 20 s/36 → 30 s/16; Gas 30 s/27 → 30 s/16; EMS 15 s/36 → 25 s/20; Smoke 15 s/36 → 20 s/24. 120mm stock 12 → 10 and Walking 10 → 8. Finite mission stocks do not replenish.
- Airburst shell speed 800 → 400 m/s, scatter 2 → 0, fragments 12 → 24 and fragment blast radii 3/6 → 4/8 m. One True Flag damage 450/450 → 400/400, forward contact 1.0 → 1.5, with Vamp included; its 7 s cooldown and 84 mission uses remain.
- Ragdoll Rebalance is new: nine mapped stagger reductions plus War Strider grenade outer damage radius 6 → 2 m. Shared consumers and deferred attacks are detailed in its tab. Armor passives and global knockdown thresholds are unchanged.
- Hot-Shot's displayed role Anti-Tank → Heavy Armor Penetrating retains its AP5/3/2/0 profile. Incendiary Mine fire application strength 0 → 3 leaves global fire duration and tick damage unchanged.
- The rest of the armory carries forward. The separate StA-11/Stoker experiment, attachment-bayonet work and swing-only interruption protection are excluded.
- NEW — automatic gameplay-mod notice: when another player joins your squad, a squad-chat message tells them you are using gameplay-affecting Arsenal Accord mods. The same notice is sent when you join an existing lobby. This covers all arrivals, including friends, on the ship or during a mission. Compatible 9.6 packs share one notice service, avoiding duplicate notices for the same grouped arrival when several packs are installed. Requires AutoChat API v2 with independent_send (tested with AutoChat 1.1.3). Progress remains optional at version 9.5.
9.5 brings the agreed shotgun, support-weapon/stratagem and grenade changes into one release. HD2Runtime 0.40.0 provides controls needed for several GRASS proposals that earlier Accord builds could not implement. Later Accord decisions take precedence where they differ from GRASS.
Requires HD2Runtime 0.40.0, Bingus Shared Loader v18+ and Vanilla Plus Megapack. ModBuilder and the SDK are not required to play.
Shotguns
Damage below is standard/durable; pellet damage is per pellet.
- Double Freedom: 12 pellets at 66/40, AP3.
- Sweeper: 12 pellets at 40/24, AP3, 150 RPM and seven shells.
- M90A: medium profile has 15 pellets at 55/33, AP3/3/2/1. Optional light profile has 15 pellets at 74/63, AP2/2/2/1. Both use 80 RPM, six shells, 42 reserve, spread 200/160 and drag 10. The light option wins if both are selected; leave it unchecked for medium penetration. Native reload ability shortened by 7.63%; complete animation timing is not yet measured.
- Slugger: 330/281, AP3, 80 RPM, 488 m/s, 28.35 g and drag 1.07.
- Punisher: nine pellets at 50/38, AP2, 100 RPM and 16 shells.
- Spray & Pray: 75 pellets at 8/2, AP1, 330 RPM, 40-shell drum, spread 800/800 and drag 3.4. Added confusion removed; other magazine/reserve settings retained.
Recovered controls and stratagem changes
- Quasar: overheated cooling 6.66 → 10 heat/s; nominal recovery 15 → 10 seconds before climate modifiers.
- Commando: extreme-angle penetration AP3 → AP4; other angles remain AP6/6/6.
- Hover Pack: horizontal speed 3.5 → 5 m/s.
- Orbital Smoke: 6 → 16 salvos, the supported runtime maximum, with native scatter 15 → 30. Retains 15-second cooldown and 36 uses.
- Walking Barrage: native scatter 25 → 20; existing damage, delivery speed, cooldown and stock retained. Scatter values are native record units, not measured coverage radii.
- AMR: third-person reticle enabled.
- Arc Thrower: releases automatically at full charge.
- Epoch: full-charge stagger 30 → 40; outer/shockwave radii 4/5 → 7/9 m. Full-damage core unchanged.
- De-Escalator: blast gains strength-6 Stun Large using its native five-second definition; no global stun-duration change.
- One True Flag: removes its own on-hit stun.
Grenades and shared effects
- Lure Mine: maximum launch-distance parameter 4 → 8 m. This is a launch setting, not a guaranteed landing distance.
- Shield Grenade: regeneration 0 → 20 HP/s; both recharge delays 20 → 5 seconds. Its native 20-second expiry remains.
- Sterilizer: Acid Storm now lasts five seconds. This edits the shared effect while the option is enabled, including Acid Storm weather.
- Existing grenade damage, durable damage, penetration, demolition, stagger and supply changes are carried forward.
Carried forward from 0.9.4
The Speargun, AMR, Stalwart, MG-43, Breaching Hammer, Airburst Rocket Launcher, Heavy Bolter, Expendable Napalm and Sterilizer support pass remains included. These are retained changes, not a second new pass.
Options, installation and testing
167 equipment options and 814 operations. The new selections are Commando, Hover Pack and the M90A light alternative. Existing balance elsewhere is retained; new assault-rifle, pistol and SMG proposals are deferred. The startup progress display is retained.
With the game closed, disable the previous Accord and Runtime packages, install the matching versions, select your equipment and redeploy. Keep the game at the foreground “Press any button” screen while changes apply; check the settled Runtime log for rejected changes and spawn fresh equipment afterward.
Offline Runtime/API, option-selection and archive checks passed. The complete 9.5 package has not yet been live gameplay-tested; native reload settings do not guarantee animation-inclusive timings.
Full balance document, cards and calculated breakpoints
These notes compare 0.9.3 → 0.9.4-dev.1.
Requires exactly HD2Runtime 0.31.2, Bingus Shared Loader v18+ and Vanilla Plus Megapack. Download HD2Runtime 0.31.2: expand Assets and choose HD2Runtime-0.31.2-runtime.zip. ModBuilder and the SDK are not required to play.
S-11 Speargun
APW-1 Anti-Materiel Rifle
- Ergonomics: 35 → 45; sway: 0.9 → 0.8.
- Starting/max spare spears: 12 → 16; supply refill: 6 → 8; derived ammo-box refill: 3 → 4.
- Native reload duration: 2.5 → 1.8 seconds. Damage and gas payload retained.
M-105 Stalwart
- Fire rate: 400 → 300 RPM. Retains 500/250 damage and its 10-round magazine.
MG-43 Machine Gun
- Durable damage: 30 → 40; standard damage remains 100.
- Rate selector: 700/850/1150 → 700/1150/1600 RPM.
CQC-20 Breaching Hammer
- Rate selector: 630/760/900 → 630/900/1200 RPM.
- Retains 125/38 damage, AP3, its 200-round belt and the existing 3.5-second native reload target.
RL-77 Airburst Rocket Launcher
- Charged explosion: 2200/2200 → 2500/2500.
- Ordinary melee damage and the existing 25 spare charges are retained.
GL-28 Heavy Bolter
- Direct rocket: 350/350 → 800/800 damage; AP3/3/3/1 → AP4/4/4/1.
- Ergonomics: 10 → 20; sway: 1 → 0.85; native reload: 4 → 3 seconds.
- Bomblet damage, count and radius retained.
EAT-700 Expendable Napalm
- Direct-impact damage: 375/140 → 422/158.
- Replaces the unsupported 320 → 360 RPM proposal with approximately 12.5% more impact damage, rounded to whole numbers. This approximates the proposed direct-impact DPS; splash DPS does not increase.
- Retains the 175/175 blast, AP values, 200-round backpack and native 160/240/320 RPM selector.
- The calculated Hulk-eye breakpoint stays TWO clean hits: about 205.6 → 231.4 damage per hit against the native 250-HP, AV4, 25%-durable eye. Gameplay confirmation remains pending.
TX-41 Sterilizer
- Direct rocket penetration: AP3/3/3/1 → AP4/4/4/4.
- Retains 500/500 direct damage, the napalm payload and its 120-second base cooldown.
Compatibility and testing
- Adds Acid Storm alongside the existing gas and confusion effects.
- Gas/confusion application strength: 0.5 → 1, to test more reliable brief-spray control.
- Acid weakens susceptible armor by one level while active, ending roughly one second after the last applying hit. It adds no damage by itself; hits must penetrate to apply it.
- Retains gas damage/duration and ergonomics 35. Range, wind response and lingering clouds are unchanged. No global status definitions are edited.
Read the full balance document.
- Built for HD2Runtime 0.31.2; all 164 equipment options remain available.
- 795 operations; 168 Runtime/API selection cases and 166 Arsenal selection cases passed offline. Twelve calculated Hulk-eye checks passed across six native Hulk classes.
- Development build: not yet gameplay-tested. Native reload values do not guarantee animation-inclusive timings. Previously unmapped tactical reload, arming and radius proposals remain excluded.
- With the game closed, disable older Arsenal Accord and Runtime packages, install the matching versions, select your equipment options and deploy. After restarting, wait for the settled Runtime summary, check rejected changes, and spawn fresh equipment.
These notes compare official 0.9.2 → 0.9.3.
AC-8 Autocannon
GL-28 Heavy Bolter
- APHET damage: 325/260 → 425/350 standard/durable.
- Direct stagger: 30 → 45.
- Explosion stagger: 40 → 50.
- Flak, ammunition, handling and reloads remain unchanged.
Reworked into sustained AP4 direct fire with a smaller explosive follow-up.
M-105 Stalwart
- Direct damage: 25/13 → 375/140.
- Direct AP: 3/3/3/1 → 4/4/4/1.
- Direct stagger/push/demolition: 30/10/10 → 35/15/20.
- Projectile velocity: 100 → 500 m/s; mass: 50 → 150 g.
- Drag/gravity: 120%/100% → 0%/0%.
- Explosion damage: 300/300 → 175/175.
- Inner/outer/shockwave radii: 2.5/5.5/6 → 1/3.5/5 m.
- Explosion stagger/push/demolition: 20/20/30 → 30/5/20.
- Overall recoil: 23.75 → 35; horizontal/vertical: 17.5/30 → 25/45.
- Sway: 1.0 → 0.8; spread: 4/4 → 2/2.
- Retains 320 RPM, 200 backpack rounds, 120-round supply refill and 60-round ammo-box refill.
MG-43 Machine Gun
- Damage: 90/27 → 100/30.
- Ergonomics: 40 → 55.
- Sway: 1.0 → 0.8.
- Previous vertical-recoil penalties removed: vertical 25 → 17.5, overall 18.75 → 15.
- Retains AP2, 250-round magazines, 1,000 maximum rounds and moving reload.
MG-206 Heavy Machine Gun
- Magazine capacity: 175 → 200.
- Maximum ammunition: 700 → 800 rounds.
- Ergonomics: 15 → 30; sway: 1.0 → 0.9.
- Overall recoil: 30 → 18.5; horizontal/vertical: 17.5/42.5 → 15/22.
- Stagger: 20 → 25; demolition: 10 → 15.
- Native reload duration: 4.5 → 3.5 seconds, implemented experimentally.
- Retains 125/38 damage, AP3, three spare magazines and stationary reload.
PLAS-45 Epoch
- Damage: 200/70 → 180/60.
- Magazine capacity: 100 → 150.
- Maximum ammunition: 300 → 450 rounds.
- Ergonomics: 0 → 20; sway: 1.0 → 1.5.
- Overall recoil: 57.5 → 40; horizontal/vertical: 32.5/82.5 → 30/50.
- Native reload duration: 5.5 → 4.2 seconds, implemented experimentally.
- Retains AP4, stagger 35, push 50, Demo 20 and stationary reload.
- Intended to reward crouched and prone fire; native stance mechanics are unchanged.
Still pending
- Spare magazines: 2 → 3.
- Maximum ammunition: 12 → 16 shots.
- Retains four-shot magazines, 1.0-second primary projectile lifetime and 10/10 spread.
- Damage, charge behavior, gameplay radii and overcharge self-explosion remain unchanged.
Epoch’s charge-specific radius rework, Heavy Bolter’s zero-metre arming, Stalwart’s requested reload timings, and independent MG-43/HMG tactical reload timings are not included. The three machine guns remain ballistic.
Changes from 0.9.1:
- Spray & Pray reworked: 75 pellets at 8 standard / 2 durable damage, AP 1/1/1/0, wider spread and heavy drag for close-range crowd clearing.
- Confusion rounds: 0.05 Gas Confusion strength, replacing the testing builds’ stun. No gas damage-over-time effect added.
- Bigger magazines and reserves: 30/50/75 shells for short/extended/drum magazines, with 18/11/6 spares. Default drum loadout carries 525 shells.
- Halo weapons updated: revised damage, penetration, handling and ammunition for M7S, SOCOM and M90A. M90A retains AP3/3/2/1, with spread tightened 20% from the testing version.
- Killzone weapons: supported handling and ammunition changes; StA-52 receives 40-round magazines and 618 RPM.
- One True Flag: 7-second cooldown, 84 mission uses.
- Orbital EMS: radius reduced to 25 metres.
- Ammo cleanup: mapped rounds-reload reserves now fit whole weapon loads.
- Physical-projectile penetration: mapped extreme-angle AP0 becomes AP1, with documented exceptions.
- Progress display: automatically disappears when processing finishes; Shift+P hides/shows it during loading.
Changes since 0.8.9
Loading progress
Simpler loading order
- Added a built-in progress panel showing loading progress, the pending category, and any failed changes.
- Ready appears only when all enabled changes have applied.
- Hide with X, or toggle visibility with Ctrl+Shift+P while loading. Hiding it does not stop loading.
Constitution rework
- Primaries → Secondaries → Throwables → Blue equipment → Orbitals → Eagles → Mines → Sentries.
- Blue equipment includes support weapons, backpacks, and vehicles.
- Each item’s big and small changes now load together. No separate minor-changes phase.
- Shared changes apply once alongside the earliest affected item.
A slow precision rifle that competes through comfortable handling and generous reserves.
Retains its 60 RPM, five-round capacity, stock ammunition reserves, and bayonet. Deadeye remains the faster, more consistent combat rifle.
- Damage: 180 → 240
- Durable damage: 50 → 80
- Penetration: 3/3/3/0 → 4/4/3/2
- Ergonomics: 65 → 80
- Sway: 1.0 → 0.6
- Horizontal/vertical recoil drift: 25/25 → 15/15
- Horizontal/vertical recoil climb: 10/60 → 8/40
Torcher restored
Removed both ammunition nerfs. It retains six spare magazines and six magazines from supply. Its toggle and outdated nerf card have been removed.
Documentation
Updated the balance document, Constitution card, and image collection.
Installation: Replace the previous Accord version, deploy, and restart. Wait at “Press any button” until Ready, then spawn fresh equipment. Changes must load after every full restart; entering the ship or a mission can make loading significantly slower.
Hot-Shot
One True Flag
- Reworked as a sidegrade to Deadeye: less consistent, with a higher intended damage ceiling through precise hits and Total bursts.
- Current stats: 150 damage / 15 durable / AP 5–3–2–0 / 12 rounds / 210 RPM / 20 stagger.
- Retains Single + Total, 55 ergonomics and 1.2 sway.
- Displays the ANTI-TANK penetration label.
- Updated its card and notes with the 40K-inspired reasoning.
Loading priorities
- 15-second cooldown and unlimited deployments.
- Use its delivery pod as a weapon: beam Managed Democracy directly into the enemy’s head.
Important startup guidance
- Primary damage, penetration and visible armory stats load first.
- Main changes then follow: support weapons → orbitals → mines → backpacks → turrets → vehicles/other stratagems → secondaries → throwables → Eagles.
- Cooldowns and use limits receive priority. Minor adjustments load afterward.
- All 160 item toggles remain available.
After launching, wait five minutes at “Press any button” before entering the ship, keeping the game in the foreground. Repeat this after every full restart.
On my system, loading finishes in under five minutes when left at the title screen. Entering the ship is significantly slower, and playing a mission can extend loading to an hour or more. Times vary; check the runtime’s completion message if changes are missing.
I’m looking into a separate companion mod with an on-screen loading progress bar. It is not included yet
Primary weapons load first
Damage and direct penetration now take priority, followed by armor labels, capacity, fire rate and recoil. Support weapons follow, then other stratagems, secondaries and throwables. Minor tweaks load last.
This reduces misleading startup displays, such as Hot-Shot showing “Medium” or M90A showing “Light” after their actual penetration changes have applied.
Hot-Shot — precision with consequences
Eruptor — stronger crowd clearing
- 5/0/0/0 penetration: direct hits matter; angled armor hits are heavily punished.
- 179 standard / 18 durable damage.
- 90 RPM, 55 ergonomics and 1.2 sway.
- Single and Total retained.
- Damage and all four penetration angles apply together as the first operation.
Durable explosion damage stays at 225. Shrapnel is unchanged. The aim is to strengthen its crowd-clearing identity while Hot-Shot and Deadeye fill the precision armor-piercing role.
- Inner blast radius: 4 → 5 m
- Outer blast radius: 7 → 8 m
- Shockwave radius: 8 → 9 m
- Explosion damage: 225 → 275
Orbitals — faster access, limited mission stock
Orbitals now compete more closely with Eagles while keeping distinct roles:
These are mission limits, not rechargeable charges.
Orbital Cooldown Mission uses Precision 20 sec 33 Gatling 15 sec 20 Airburst 20 sec 36 Gas 30 sec 27 Smoke / EMS 15 sec 36 each Railcannon 30 sec 15 Laser 120 sec 3 120mm 72 sec 12 380mm 96 sec 8 Walking 96 sec 10 Napalm 96 sec 5
Other adjustments
- Regular minefield restored to 22 uses, with a 15-second cooldown.
- Maxigun selector ordered 3000 / 2250 / 1500 RPM, fastest on the left.
- Existing per-item toggles retained.
- Updated equipment cards and balance document.