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HellForge 0.1.13 BETA
Pre-releaseAn update to the HellForge beta: co-op works with modded content, a mod mismatch is explained in game, and
Linux (experimental). Download HellForge-Setup.exe below and run it. On an existing installation it offers
Update and keeps your game copy, profiles and mods. Everyone in a co-op lobby needs this version.
Co-op
- Mod-added content now syncs between players. Custom stratagems, barrages, support weapons, Pelicans and
missiles added by mods were created on every machine but never received their state, so friends saw nothing, a
barrage landed on an old beacon, or a Pelican sat still. Every added entity now gets its state like the game's own.
Tested on two PCs across several lobbies. - Silo missiles launch once, from the machine that owns the silo, and every player sees the flight and the blast.
Firing a friend's silo works. A crash when a missile hit with its remote lying on the ground is fixed. - Rejoining after a crash: a friend whose game crashed mid-mission should now be able to join it again (before,
the host ignored them until the mission ended). New and not yet tested on two PCs: tell us if it fails. - A refused join says why, in game: a different HellForge version or a different modlist now shows which mods
differ instead of failing silently. - Mods that write files into their own folder (key bindings, a cache) no longer make friends' modlists differ.
Fixes
- Difficulty 11 missing on some PCs (when Windows placed the game high in memory) is fixed.
- Session start no longer rewrites gigabytes of mod files each time (the "compiling mods" step kept the drive at
100%): unchanged mods are kept, and mod zips are not re-read. - The Integrated Extinguishers booster was missing from unlock-all profiles; existing profiles get it.
- The Mods page names HD2Runtime's mod template (it is a template, not a mod) instead of "no hellforge-mod.json".
Logs
coop-diagnostics.login each session's logs records what this machine saw of mod-added content in co-op, so two
players' logs can be compared. Save logs to Desktop now also includes the game's own console log, even during a
session. A crash note names the module the crash came from.
Linux (experimental)
- HellForge runs under Proton on Linux, with the game kept off the internet by a network namespace instead of the
Windows block. Setup still runs on Windows: install there, copy the folder over, and start it with
app/linux/hellforge-linux.sh. Read docs/linux.md
first (Ubuntu 24.04 and later need onesudostep). The scripts are also attached below as
HellForge-Linux-scripts.zip. - Worked out by DreamyBranch and joshua-software-dev in
issue 1. Thank you both. - Tested in an Ubuntu 26.04 VM (namespace, war, Steam bridge) and by the testers on their own PCs. Co-op on Linux,
Flatpak/Snap Steam and the Steam Deck are untested. Tell us how it goes in issue 1.
For mod makers
- SDK 12:
notice, the message the in-game editor shows the player (the refused-join message uses it).
You need
- Windows 10 or 11 (64-bit), and HELLDIVERS 2 on Steam: the current version (patched by setup) or build 25480438
- Steam running and signed in to an account that owns the game or has it through Steam Family Sharing
- About 25 GB free on the drive you install to (plus about 2 GB while the patch pack is applied), and one Windows
administrator prompt
Windows SmartScreen may warn that the setup is unrecognised: it is not code-signed yet (More info > Run anyway).
Found a problem? Report it in the Discord (link in the launcher's sidebar) or as a GitHub issue. The launcher's Save logs to
Desktop button (Console page) collects what we need.
Share this release by linking to it, not by reuploading the setup (licence). Mods made with the SDK are
yours, under any licence (MIT-0 SDK).
SHA-256 of HellForge-Setup.exe: D913C5D7D8594F0ACA3C0FDECBA3530BDB9CBC9EFF5475CDA055601862DF6C52
SHA-256 of HellForge-Linux-scripts.zip: 8E285D6EF26DED2D0E69602AEA39DDE4E61C8873F956D13327182C1D9A647CE0