Vanilla Plus Megapack - Updates

PC Vanilla Plus Megapack v42

Updates for Helldivers 2
  • Arc Thrower Revamped v1.7.1: does nothing on a game build it does not know; it now checks the game's files before anything else.
  • Arc Thrower Revamped v1.7.1: outside a mission it checks every 60 frames whether one has started and reads nothing in between. Measured in game: 0.0035 ms per frame on the ship instead of 0.017-0.018, and 0.011-0.013 ms in missions instead of 0.016-0.018.
  • Arc Thrower Revamped v1.7.1: runs in LuaJIT's interpreter, using about 0.2 KB of the code cache the game and every mod share instead of about 5 KB, and no longer makes the game's Lua compiler retry compiling it every frame.
  • Clickable Scrollbars v2.15.1: does nothing on a game build it does not know; it now checks the game's files before anything else.
  • Clickable Scrollbars v2.15.1: a frame with no new press ends right after reading the mouse button, and its per-frame code no longer makes the game's Lua compiler retry compiling it every frame.
  • Mod Bindings Menu v2.3: no fixed limit on mod bindings; bindings past the 36 native actions go on a new MORE MODS tab, offered outside missions only.
  • Mod Bindings Menu v2.3: extended bindings support Press, Release and Hold, modifiers, and keyboard, mouse and controller.
  • Mod Bindings Menu v2.3: two older mods that both ask for slot 2 no longer swap keys when their load order changes.
  • Mod Bindings Menu v2.3: prevent Revert from restoring hidden developer mouse and controller inputs that could make mission-selection clicks reopen the Galactic Map with Ship Station Hotkeys.
  • Mod Bindings Menu v2.3: the MODS tab's first section header is no longer blank in game languages other than English, Japanese and Simplified Chinese.
  • Mod Bindings Menu v2.3: every game text ID it borrows now exists in all of the game's languages; up to 59 different texts show on the MODS tab at once, down from 65.
  • Mod Bindings Menu v2.3: never changes the game's memory protection; a write to a page that is not writable is skipped and logged.
  • Mod Bindings Menu v2.3: no longer replaces the game's input configuration; its six keyboard defaults are added while the game runs, only on a supported game build.
  • Mod Bindings Menu v2.3: outside the binding pages a frame reads game memory once instead of twice, and the game's Lua compiler no longer keeps retrying to compile its per-frame check. Measured in game: 0.006 ms per frame on the ship instead of 0.009, and 0.005-0.006 ms in missions instead of 0.010-0.012.
  • Match Your Colors v1.5: new Recolor Squadmates option: squadmates without the mod, or every squadmate, are recolored with your settings, on your screen only.
  • Match Your Colors v1.5: Match Materials now also turns a painted hard part into the metal it takes, such as the B-22 Model Citizen's chrome or the Eye of Liberty cape's gold; cloth never turns into metal.
  • Match Your Colors v1.5: with Helmet and Armor Match Cape your gear matches the cape as it looks in the game, so the default black capes give a black armor, not a grey one.
  • Match Your Colors v1.5: an armor that would turn one solid color, such as the SA-25 Steel Trooper or the SA-04 Combat Technician with the CE-35 Trench Engineer, takes the helmet's or cape's own second, dark and accent colors on its clothing, straps and trims.
  • Match Your Colors v1.5: a vivid helmet or armor color covering a tenth of it or more, but less than its main color, reaches the other item's parts, brown leather, tan and khaki parts never take a vivid accent such as the PH-9 Predator's red beret, and clothing never takes a colored metal's flat paint.
  • Match Your Colors v1.5: modded gear that paints its colors into its texture instead of the game's color table, such as the Cowboy Hat mod, now gives its colors and takes yours.
  • Match Your Colors v1.5: cape designs drawn light on dark keep a readable contrast on their new colors (Proof of Faultless Virtue, Botslayer), and a recolored design sheet is only reused for one of the same layout.
  • Match Your Colors v1.5: new Recolor Weapons option (experimental, Off by default): your primary, sidearm and support weapon take your colors the way the game's weapon paint schemes repaint a weapon; with one of those schemes picked as Paint Scheme they wear it exactly as the game paints it.
  • Match Your Colors v1.5: Sync With Mod Users shares its settings in a form new options can extend, so squadmates with the mod see each other's weapons in their colors; squadmates on v1.3 and v1.4 still see the helmet, armor and cape settings.
  • Match Your Colors v1.5: on the loadout screen's squad cards your Helldiver shows your colors and each squadmate's shows theirs (or yours with Recolor Squadmates); a squadmate's card no longer takes your colors.
  • Match Your Colors v1.5: squadmates are now recolored in missions too; the mod looked for them only among your own player's records.
  • Match Your Colors v1.5: new choice Squadmates' Colors: Their Own Gear (default) or Your Colors, which gives the squadmates Recolor Squadmates recolors your colors, so the squad matches you.
  • Match Your Colors v1.5: new choice Hide Cape: Your Cape hides your cape on the ship and in missions, also for squadmates who use the mod; Everyone's Capes hides every squadmate's cape on your screen too.
  • Armory Preview Cache v23.1: with no Armory or briefing screen open and nothing loading, a frame makes two reads of game memory and nothing else. Measured in game: 0.05 ms per frame on the ship instead of 0.13, and 0.010-0.013 ms in missions instead of 0.035-0.040.
  • Armory Preview Cache v23.1: with thumbnails kept and the Armory closed, memory is checked every 2 seconds instead of every 50 ms, so low memory releases them within 2 seconds.
  • Better Lobby Management v1.2.1: while the escape menu is closed and nothing is in progress, it only looks whether the menu has opened, instead of reading the session every frame.
  • Consistent Vaulting v8.9.1: while the climb input is released a frame reads only that input, with the full check every 10th frame and at once on a press; outside a mission it checks every 60th frame. Measured in game: 0.003 ms per frame on the ship instead of 0.013-0.015, and 0.008-0.009 ms in missions instead of 0.025-0.027.
  • Consistent Vaulting v8.9.1: after a respawn or a teammate leaving the mission, your climb input is found again within 10 frames; a tap that ends before then is missed, and a press held through it needs a fresh press for slope assistance.
  • Controllable Hover Pack v1.8.1: between hover-pack flights most frames read only the pack's state, or nothing on the ship and without a hover pack. Measured in game: 0.003 ms per frame on the ship instead of 0.009, and 0.003-0.004 ms in missions without a hover pack instead of 0.016-0.018.
  • Enemy Collision Synchronized v2.13.0: a poll with nothing to inspect no longer re-reads every enemy or the clock, and a corpse that has needed no correction for about a second is re-checked less often (at most 3-4 s apart). Measured in game: 0.021-0.022 ms per frame in missions instead of 0.036-0.047, and 0.025 under heavy load instead of 0.099.
  • Enemy Collision Synchronized v2.13.0: a settled ragdoll's motion check no longer makes Lua tables, with the same results.
  • Hellpod Steering Unlocked v7.5.1: the 100 ms check for a mission reset reads only the avoidance flag, with a full check every second. Measured in game: 0.003 ms per frame instead of 0.005-0.006, on the ship and in missions.
  • Know Your Constellation v4.1.1: while neither the war table nor the briefing is open, the forecast reads only which screen is on top. Measured in game: 0.006 ms per frame on the ship instead of 0.010-0.013, and 0.005-0.006 ms in missions instead of 0.008.
  • Mod Options Menu v1.2.1: Fixed: opening the escape menu and going straight to MODS, then to OPTIONS, drew the categories MODS had hidden on top of GAMEPLAY until the menu was opened again; every category now keeps its place.
  • Reinforcement Beacons Fixed v4.6.1: between deaths it reads only your own spawn state, 2 memory reads per frame in a mission instead of 9-10. Measured in game: 0.010-0.011 ms per frame in missions instead of 0.028-0.032.
  • Sentry Aim Retention v1.1.1: with none of your sentries deployed it waits instead of reading the targeting registry every frame. Measured in game: 0.003 ms per frame on the ship instead of 0.011, 0.003-0.004 ms in missions instead of 0.010, and 0.006 ms under heavy load instead of 0.016.
  • Shallow Water Diving v3.10.1: waits for a dive with fewer memory reads. Measured in game: 0.002 ms per frame on the ship instead of 0.009-0.010, and 0.009-0.010 ms in missions instead of 0.012-0.015.
  • Ship Station Hotkeys v1.9.1: with Mod Bindings Menu an idle frame aboard the ship makes one read of game memory, and a two-read mission check every 60 frames replaces the ship search every 15 frames. Measured in game: 0.014 ms per frame on the ship instead of 0.032-0.035.
  • Better Stratagem Bounce v15.4.1, Hellpod Drop Hold v1.2.1, Laser Sentry Cooldown v1.1.1 and Sticky Grenade Handles v1.0.1: their per-frame code no longer makes the game's Lua compiler retry compiling it every frame; such retries from many mods kept the game recompiling indefinitely.
  • New option: Stratagem Hero Expanded v1.0: the ship's Stratagem Hero arcade draws from all 96 loadout stratagems and 12 common mission stratagems (108) instead of its 27 launch-era ones; themed rounds stay.
  • New option: Sound Systems Rebalanced v1.0: mission music plays at the war-table volume in every mission, also when you join one in progress (it was 6 dB louder then), and no longer goes silent on swamp, desert, oasis, deciduous and coniferous forest, hive world and active rift planets.
  • Sound Systems Rebalanced v1.0: sets the volume once when a mission starts, and its planet fix is a change to the game's music sound bank that runs no code. Measured in game: 0.005 ms per frame on the ship.
  • New option: Foliage Pass-Through v1.0: player rockets, missiles, launcher rounds and stratagem ordnance pass through tree canopies and bushes instead of exploding in them; trunks, the ground and enemies still stop them.
  • New option: Holster Your Shield v1.0: press Backpack Function to put the Ballistic Shield or the Directional Shield on your back while you keep a one-handed weapon in hand; press again to take it back.
  • Each option shows its own mod's cover in Arsenal and HD2MM instead of the pack's.
  • The pack's own icon in Arsenal and HD2MM is now its code-drawn cover.
  • Match Your Colors v1.4: new Color Matching choice Helmet and Armor Match Cape: your helmet and armor take the colors of the cape you wear, and the cape keeps its own.
  • Match Your Colors v1.4: new SEAF paint scheme in the game's SEAF trooper colors, matched against SEAF troopers in the game.
  • Match Your Colors v1.4: color fixes from rendered reviews, among them camo patterns, metal parts, bands and stripes, dark parts and clothing on pieces that also show skin.
  • Match Your Colors v1.4: LUT mods that save their colors as 32-bit float textures no longer make recolors fail.
  • Match Your Colors v1.4: your Helldiver is recolored the frame after it appears, and the textures a recolor needs are made while the game loads, never during play.
  • Match Your Colors v1.3: new options Recolor Hoods, Match Materials, Paint Scheme (one of the game's 11 weapon paint schemes) and Recolor Cape (your cape takes the same colors, its emblems kept readable).
  • Match Your Colors v1.3: squadmates who use the mod see each other's colors (Sync With Mod Users, always on); only the settings travel, as a value of the squad's online lobby.
  • Match Your Colors v1.3: helmets and armors changed by other mods are recolored from their modded colors, and glowing parts keep their colors.
  • Match Your Colors v1.3: color fixes from manual testing and rendered reviews, among them dark suits, hoods, metal parts, accents and patterns.
  • Match Your Colors v1.3: a slow game-data read or cache save no longer holds up a frame; the recolor work waits a frame instead.
  • New Option: Laser Sentry Cooldown v1.1: an overheated Laser Sentry no longer explodes; it cools for about 50 seconds at its own rate, and its turret powers up and fires again.
  • New option: Hellpod Drop Hold v1.2: holds your hellpod in the sky while your loading screen or the join cutscene is up, so you see your drop when you join a mission in progress.
  • New option: Laser Sentry Cooldown v1.0: an overheated Laser Sentry cools down at its own rate and fires again instead of burning out.
  • New option: Match Your Colors v1.2: your helmet takes your armor's colors, or your armor takes your helmet's (Mod Options Menu); only colors change, on your screen only.
  • New option: Sticky Grenade Handles v1.0: the G-123 Thermite and the sticky stun grenade stick when their handle hits first.
  • Requires Bingus Shared Loader v18 or newer; v19 is recommended.
  • All mods: an error in the game or another mod now pauses the mod instead of stopping it; it resumes once updates run cleanly.
  • All mods: another mod's Windows declarations can no longer break them (Bingus Shared Runtime v1).
  • Arc Thrower Revamped v1.7: about half the memory reads while Fire is held.
  • Armory Preview Cache v23: short Armory visits keep the thumbnails they showed.
  • Armory Preview Cache v23: frames where nothing changed skip the thumbnail work.
  • Better Lobby Management v1.2: Simplified Chinese translation by joyrhyme.
  • Better Lobby Management v1.2: a pause keeps a CANCEL SOS you made.
  • Better Stratagem Bounce v15.4: works alongside mods that change other stratagem navigation flags.
  • Clickable Scrollbars v2.15: fixed skipped updates at high frame rates, for smoother drags and no missed clicks.
  • Clickable Scrollbars v2.15: an idle frame makes 1 Windows call instead of 5.
  • Consistent Vaulting v8.9: an idle check reads 7 values instead of 37-39.
  • Controllable Hover Pack v1.8: 16 memory reads per frame instead of 41 (82 in flight).
  • Enemy Collision Synchronized v2.12.0: fewer memory reads and less garbage per poll.
  • Flame Damage Fixed v1.2: each weapon's collision group is re-checked and moved if another user appears.
  • Hellpod Steering Unlocked v7.5: restores the game's avoidance setting when it pauses or stops.
  • Know Your Constellation v4.1: Hive Worlds list Hive Lords again, and other planet modifiers apply again.
  • Know Your Constellation v4.1: Simplified Chinese translation by joyrhyme.
  • Mod Bindings Menu v2.2: keys set on the MODS tab are never deleted, and bindings are saved with a backup.
  • Mod Options Menu v1.2: more than 8 mods fit the MODS tab, and settings are saved with a backup.
  • Reinforcement Beacons Fixed v4.6: half the memory reads per frame on the ship.
  • Sentry Aim Retention v1.1.0: sentries are no longer located again every check: 0.02 ms per frame with a sentry out instead of 0.18.
  • Shallow Water Diving v3.10: the depth slider no longer goes missing when Mod Options Menu loads late.
  • Ship Station Hotkeys v1.9: reads all six shortcuts in one call per frame.
  • Megapack: with a loader older than v18, the code cache starts at 64 MB instead of 16 MB.
  • Requires Bingus Shared Loader v18 or newer; v19 is recommended.
  • Know Your Constellation v4.0: lists every enemy a mission can spawn, named as on the Helldivers wiki, with spawn-rate meters for large enemies.
  • Better Lobby Management v1.1: adds CANCEL SOS, which stops the host's SOS Beacon in a mission.
  • Mod Options Menu v1.1, Mod Bindings Menu v2.1, Ship Station Hotkeys v1.8 and Shallow Water Diving v3.9: texts follow the game's Text Language when a translation is installed.
  • Adds the translation kit: this repository's components folder covers all six mods with text (see TRANSLATING.md).
  • Discontinues the Rows package, since Know Your Constellation v4 has a single layout; Rows users should switch to this pack.
  • New option: Better Lobby Management v1.0, host tools in the escape menu's GAME tab.
  • DISBAND SQUAD kicks every other player back to their own ship.
  • PROMOTE announces the new host with the game's own "name is the new squad leader" line, kicks them home with the game's own player-menu KICK, finds their new lobby and moves the whole squad to their ship; only the host needs the mod.
  • Shortens the Galactic Map lobby scanner's recharge from 20 to 5 seconds (adjustable in Mod Options Menu).
  • Flame Damage Fixed v1.1 fixes v1.0's flame passing through armoured targets. Now each Lumberer or Flame Sentry shares a private Havok collision group with its own flame, from its first burst until it is gone, and members of that group skip each other. This should fix the bug where Chargers, Harvesters, etc. were unable to be hit by the flame.
  • The two flame parts Flame Damage Fixed restored are no longer drawn: they still hit, but the flame no longer shows a second short, wide cone near the nozzle.
  • New option: Flame Damage Fixed v1.0. The Lumberer's flamethrower arm and the Flame Sentry share one flame, and two of its five damaging parts never spawned: their start-up curves assume the Cremator's 64 s effect lifetime, but the shared flame's is 1e10 s. They now start with the Cremator's timing, the flame starts at the Cremator's distances from the nozzle, and it no longer hits the Lumberer itself. In recorded play on bugs the Lumberer averaged 4.7 hits per damage window without the fix and 14.7 with it; the Cremator averaged 14.6 (different fights, so a rough comparison). Measured cost: 0.0015 ms per frame aboard the ship and 0.008 ms per frame in missions.
  • New option: Mod Options Menu v1.0.1, the native MODS tab on the Options screen, where Shallow Water Diving sets its maximum dive depth. It was a separate install before.
  • New option: Mod Bindings Menu v2.0, the native MODS tab on the keyboard and controller binding pages, where Ship Station Hotkeys' shortcuts are rebound. It was a separate install before. Like its standalone release, the option also deploys its content/input.config override with the native input actions; another mod that replaces that resource must be merged with it.
  • Shallow Water Diving v3.8: with Mod Options Menu installed, MODS > SHALLOW WATER DIVING > Max Dive Water Depth sets the deepest water a dive can start in, from 0.20 (lower shin; the previous fixed limit and still the default) up to 1.30, where the Helldiver starts swimming. It applies with the menu's Apply (Tab). Without Mod Options Menu nothing changes.
  • Shallow Water Diving checks the water record's memory page once per record table instead of before every write. A protection query costs about 0.2-0.3 ms in game; v31 made four at every dive start and two at every landing, now the first assisted dive after loading into a mission makes one and later dives and landings none.
  • Shallow Water Diving's per-frame checks allocate no memory (about 1.9 KB of garbage per frame aboard the ship before) and read far less: outside a mission one check per frame; in a mission, one read of your dive controller per check, with a full identity check every 31st check. Its log is written at startup, at shutdown and when it stops instead of on every status change. Measured in recorded play: 0.022 -> 0.006 ms per frame aboard the ship and 0.141 -> 0.009 ms per frame in missions.
  • Like
Reactions: XDAW