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HD2Runtime v0.40.0 — Enemies and Spawning, Mission Timers and Freeze, Reload/Heat/Melee, Throwables, Armor Perks, MODS Keybinds

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@SkyeShade SkyeShade released this 14 Oct 19:42
· 12 commits to master since this release

HD2Runtime 0.40.0: enemies and spawning, mission timers, reload/heat/melee, throwables, armor perks, MODS keybinds

0.40.0 is the largest release since 0.30.0. It follows 0.31.3 and absorbs the unreleased 0.32.0 line.

Each item says whether it was seen working in game ("live"). Otherwise it is covered by the offline tests and the
snapshot validators only. Fields that are not live-tested keep allow_unverified_effect. Multiplayer behaviour is
claimed only where it says so.

Enemies, spawning and destruction (offline)

  • Enemy and structure authoring covers 1,178 entity targets, including 429 structures:

    • creation scale, spawner queues and timing, HiveMind multipliers;
    • transport footprints, shields and jammers;
    • recovered damage-zone names;
    • typed attack chains, with existing names and attack ids preserved.

    See enemy controls.

  • Mission difficulty and spawning (hd2.enemies) is edited aboard the ship and affects the next mission:

    • difficulty budgets, all five spawn rosters, composition weights and counts, and breach schedules;
    • zero spawn weight is normal roster suppression, not a global blacklist;
    • spawn compositions are capped at 32 enemies in total after two crash dumps showed the native squad queue
      overflowing. Recipes report the capping, and old presets get the same aggregate check.
  • Demolition templates and destruction models: shared demolition forces are editable, and all 1,641 destruction
    models can be inspected.

  • Pick your bots/bugs/squids: spawn ownership is cooperative. Its spawn picks and the Runtime's pending values
    never fight.

Missions

  • Mission timer durations (hd2.mission) cover 162 mission definitions on 19 shared timer sources. The new
    duration is applied aboard the ship and used when the mission launches.
    • Live: the edited value reaches the mission.
    • The game's limit is 2500 s (41:40), live-proven. The host clamps its countdown every frame to the replicated
      timer field's range, so a longer value starts at 41:40 in the mission. The writer therefore refuses values above
      2500 s. The ship's mission selector shows the edited definition.
  • Freezing the mission timer (hd2.freeze_mission_timer, experimental). This is the game's own timer pause, the
    one Evacuate High-Value Assets missions spawn with.
    • The countdown stops: no ceiling, and it never reaches zero. Everything the game derives from the countdown waits
      with it. The next mission starts unpaused.
    • Host only. The host's freeze is published to the lobby (Runtime member-data key hd2mt), and the other
      Runtimes set their own countdown's pause the same way.
    • Live: solo freeze and resume. Multiplayer follow is offline only.
    • HVA timers and an expired timer are refused.
  • hd2.diagnostics.mission_timer() is one explicit read. It returns the active instance's timer source, its
    definition, any private record, the countdown, and the paused and expired flags.

Weapons and equipment (offline)

  • Reload controls on all 73 reloadable primary and secondary firearms. The Arbitrator, One-Two and Stoker
    underbarrels have their own reload duration (0 = the native ability timing).

  • Heat:

    • the Double-Edge Sickle: heat, wind-up, level projectile and self-damage, 89 controls;
    • the Variable's RPM slots and the Warrant's modes and burst count;
    • G/SH-39 shield recharge;
    • PLAS-39 charged burst, charge timings and its Single/Unsafe selector.

    See reload and heat controls.

  • Melee (hd2.melee): 112 weapon and gun-bash entries, covering hit-volume size and offsets, repeat-hit
    intervals, shared damage and stamina costs. See knife and melee authoring.

  • Throwables:

    • eleven launch/spin controls on all 23 throwables, including the K-2 knife's launch curve and speed override;
    • four status types and strengths on main explosions, knife hits, shrapnel and Pineapple bomblets;
    • arming delay for 22 explosives.

    See throwable statuses. Knife explosions remain unavailable.

  • Explosion-created arcs: the GL-52 De-Escalator and G-31 Arc expose range, velocity, spread, chain and split
    limits, arc damage and stun. The G-31 also gets four arc-hit status slots. See explosion arcs.

  • Projectile swaps:

    • the GL-28's backpack-fed projectile swap, shotgun donors included;
    • the G-109 Urchin's pulse payload override (small or charged Epoch plasma);
    • the W.A.S.P.'s hit projectile for both missile modes. The missile entity keeps its own flight.
  • Supply Pack: box capacity, starting boxes and refill, plus the shared stim refill amount.

  • Armor perks: the two equipped passives move onto the Helldiver. Armor perks is its own catalogue, with 75
    numeric controls across 31 perks.

  • Hoverpack: the landing-thrust labels are corrected; offsets and ids are unchanged.

Input: the game's own keybind page (live)

  • Native keybinds: hd2.input.bind(id, {key, on_press, native = {label, category}}) also registers the binding with
    Mod Bindings Menu (CowboyBingus), on the game's Controls page, MODS tab. Any key, mouse button or controller
    input bound there presses it.
  • One key, not two: while a keyboard or mouse input is set there, the binding's own key is ignored. Emptying it
    brings the key back immediately.
    • The Runtime reads the game's live binding table, read only and pinned, to know this.
    • A controller-only binding leaves the key working.
  • HD2Runtime's settings window (F10) and the HD2R Editor declare it. Labels follow the language. See
    events.

Custom stratagems and multiplayer

  • Carrier slots never move while the lobby is waiting for a member's value, for example after a mission. A move
    on that partial allocation was undone too late and left a slot desynced and locked. In one report, the host's
    Pelican Gatling was shown as a locked Orbital Napalm Barrage. Offline; reproduced and fixed by test.
  • Pelican variants: the Autocannon Pelican keeps its native burst AI. A transaction that returns ALREADY_DESIRED
    is accepted as success.

Runtime and performance

  • F10 Performance: Global and Runtime views with exclusive core/mod accounting, an on-demand tracked-memory graph,
    editor UI/work attribution, and a watchdog that names the external mod behind a slow frame.
  • Faster application: large presets apply faster. Discovery walks are shared between the weapon and enemy writers
    (a reported preset of 554 operations had taken 77 s). Settled ensures sleep between their periodic checks.
  • Mission cleanup fix: mission-scoped timers and subscriptions are now cleared when a mission ends even if no mod
    listens to mission_ended. Before, they stayed active.
  • SDK fix: the authoring stub declared hd2.passives.perk on a table it never created.
  • Translations: new texts in all 13 languages. The Korean F10 peak label avoids a glyph the game's font lacks.

Known

  • One tester reported a crash when opening F10. No cause was found and it has not recurred. The F10 panel keeps its
    sparse diagnostic breadcrumbs.
  • GalacticMenuHotkey (not HD2Runtime): its Galactic Map shortcut sits on Mod Bindings Menu's fixed slot 1, which
    inherits left click and A/Cross. On the war table every click re-opens the map. Rebind or disable that shortcut.
  • Not live-tested: everything not marked live above. That includes the multiplayer timer follow, the
    waiting-lobby carrier fix and most new fields.