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Version 13.0(?) dev Changelog

Noep edited this page Jun 24, 2025 · 4 revisions

Localization

  • Updated localization files

HUD/UI Options

  • Sorted the buff trackers

Player

  • Your choice of armor now has an additional effect on your ammo pickup rate:
    • Suit: 85%
    • Light Ballistic Vest: 92.5%
    • Ballistic Vest: 100%
    • Heavy Ballistic Vest: 105%
    • Flak Jacket: 107.5%
    • Combined Tactical Vest: 112.5%
    • Improved Combined Tactical Vest: 115%
  • CTV and ICTV have slightly more deflection (15% and 10% > 17.5% and 12.5%)
  • You take 50% less damage while seated in a vehicle

Skills

Stun Resistance
  • Fixed the displayed value of melee knockback reductions in the description being way higher than what it actually was; the effect itself in gameplay is unchanged
  • Aced skill now grants a 0.25% knockback reduction to enemy gunfire for every point of armor you have
OVERKILL
  • Additional trigger on lethal headshots; has no range limitation like non-headshot kills do
Kilmer
  • Lowered reload speed bonus from 25% to 15%
    • Split the reload speed bonus between Basic and Aced (5% and 10%, respectively)
  • Aced now grants a minimum of 25% AP for rifles; does NOT stack with any AP already present on your rifle(s)
Rifleman
  • Added +2 Stability
  • Skewed the range and accuracy bonus for favor the Aced skill more, from 12.5% for Basic and Aced to 10% and 15%
    • For clarity, it still adds up to a total of 25% more range and accuracy and the felt effect when Aced is unchanged
Aggressive Reload
  • Removed headshot requirement
  • Lowered reload speed bonus from 25-50% to 15-30%
  • Lowered duration from 10 seconds to 4 seconds
Mind Blown
  • Allow automatic rifles to receive limited effects of this skill
    • Basic allows for chaining to one additional enemy but does NOT provide the additional chains over range
    • Ace extends the chaining range but does NOT remove falloff for headshots or increase chain damage over range
Sneaky Bastard (Aced)
  • On proc, now provides armor equal to your dodge rating in addition to the 2% HP regen
  • Removed "on first dodge after armor breaks" and changed it to a cooldown of 15 seconds; cooldown is reduced by 3 seconds with every attack you dodge while your armor is broken

Do note, this skill was never meant to be an effective source of HP regen, just a "safety net" if you get caught in a bad spot; hopefully this change extends the scope of said safety net.

Spray 'N' Pray (Aced)
  • Consolidated the stacks to be shared between your primary and secondary (S)MGs instead of stacks being per-weapon based
  • Removed refresh on shooting
  • Lowered damage per stack from 12.5% to 5% but increased max stacks from 4 to 10
    • This means the damage cap is still 50%
  • Increased stack decay rate from 1.2 seconds to 4 seconds

The prior buff to Spray N Pray Aced that made stacks decay one at a time made it way too easy to maintain if only demanding you waste a shot every now and then; this should hopefully put some degree of maintenance back in it. Also, while stack build up is slower, stack decay is slower too.

Perk Decks

Sociopath

Sociopath has received a full rework to (hopefully) better capture the combo-based gameplay of Hotline Miami

  • Card 1

    • Gain a combo meter.
    • Earn a base value of 3 points for every melee kill you perform, up to a maximum of 100 points
      • Elite and Special enemy kills multiply the amount of points earned, with Dozers and Captains granting even more points.
    • Combo decays at a rate of 10 points every 5 seconds.
    • Lose 5 points when taking health damage; can only happen once every 2 seconds
    • Lose 40 points when going into bleedout (health is 0)
    • Gain 1.5% damage resistance for every 2 combo points you have, up to 15%
  • Card 3

    • Non-lethal melee strikes and non-melee kills will refresh your combo decay timer
    • Gain 1.5% faster movement speed for every 2 combo points you have, up to 15%
  • Card 5

    • Regen 10% of your stamina on melee kill
    • Regen 0.5 HP on melee kill for every 5 combo points you have, up to 5 HP
  • Card 7

    • Increase your base point value by 1 for every 100 points of armor you have
      • i.e. killing an enemy wearing only the Suit will give you the base value of 3 points before being multiplied by w/e enemy you killed; killing an enemy wearing ICTV (200 armor) will increase your base point value up to 5
    • Gain 3% of your dodge rating on kill for every 2 combo points you have, up to 30%
      • Melee kills will double the amount
  • Card 9

    • Combo decay rate is reduced to 5 points
    • Kills gain a 1.5% chance to spread panic in a 12 meter radius for every 5 combo points you have, up to 15%
      • Melee kills will triple the chance
    • You can choose a "Mask" to alter certain aspects of the perk deck:
      • Richard - No additional effects
      • Tony - Bolsters the damage of the "Fists" melee weapon in exchange for lower total ammo, ammo pickup and other penalties
      • Aubrey - Non-melee kills using direct damage now build up your combo by a base value of 1 point; Non-melee kills using direct damage will only add 2 seconds to the decay timer of an active combo while explosive and DoT kills will no longer refresh the decay timer of an active combo
      • Rufus - Increases the combo step requirements, effect and cap of damage resistance gained through combo; more combo points are lost when taking heath damage
      • Zack - Longer combo decay timer but combo decay rate is higher
      • Rick - Base point value is increased to 5; lower max combo
      • Brandon - Increases the combo step requirements, effect and cap of movement speed gained through combo; Combo decays 1 second faster
      • Earl - Lose no combo points upon taking health damage; lose all combo points upon going into bleedout (health is 0) and healing from Card 5 is halved
      • Tony's Revenge - Bolsters the damage of the "Brass Knuckles" melee weapon in exchange for even lower total ammo, ammo pickup and other penalties
      • Mark - Trade dodge-on-kill for armor regen speed
      • Alex & Ash - You instead build up your combo by a base value of 2 points for alternating between melee and non-melee kills; kills without alternating will only reset your combo decay timer
      • Corey - Increases the combo step requirements, effect and cap of dodge-on-kill gained through combo; more combo points are lost when taking heath damage
Crook

Crook was basically turned into old Sociopath

  • Card 1

    • Renamed to Caught for fluff reasons (Fitting Hox thematically + being a HM level name)
    • Damage resistance when in close range of an enemy
    • +5 dodge
  • Card 3

    • Regenerate 20 armor on kill
      • 5 second cooldown with kills reducing it by 0.5 seconds; melee kills reduce it by 1.5 seconds
  • Card 5

    • Melee kills regenerate 2% HP and 20% of your stamina
      • Shares its cooldown with Card 3, even if not triggered prior
  • Card 7

    • Kills within 18 meters regenerates 15 armor; regen is doubled for melee kills
      • Shares its cooldown with Card 3, even if not triggered prior
    • +5 dodge
  • Card 9

    • Renamed to Release for fluff reasons (Fitting Hox thematically + being a HM level name)
    • Kills within 18 meters have a 20% chance to spread panic; panic chance is doubled for melee kills
      • Shares its cooldown with Card 3, even if not triggered prior
Armorer

Armorer was given some of Crook's "armor and dodge for vests", giving Armorer a dodge aspect

  • Card 1

    • +10% more armor
    • +10% more armor for Ballistic Vests
  • Card 3

    • +10% more armor
    • +5 dodge
  • Card 5

    • +5% more armor
    • +5 dodge for Ballistic Vests
  • Card 7

    • +10% armor regen speed
    • +5 dodge for Ballistic Vests
  • Card 9

    • +5% armor regen speed
    • +10% more armor for Ballistic Vests
Stoic

A big issue Stoic faced in Resmod is the chip damage taken from enemies; it gets dealt at a pace that negating it with the Flask isn't worth it while it would simultaneously drain your health. To make up for the reduced damage of common enemy units, Stoic now reduces grace periods by 50% to allow for chip damage to build up into something worth negating.

When negating damage, either via Flask or via auto-negation once unlocked, you have a grace period that lasts for the standard duration (depends on difficulty) as to not have the regenerated health get immediately demolished

Stoic's damage-over-time also no longer resets armor regen delays.

Weapons

  • Accuracy stat has a small impact on horizontal recoil
  • Hipfire accuracy is capped to a minimum of 1° in most instances
  • Slight increase to total ammo on shotguns when using slugs
  • Adjustments to flechette ammo on shotguns:
    • Base damage is now consistently halved across all shotgun damage tiers
    • Increased headshot damage from 100% to 200%
    • Slightly lowered total ammo
  • Fixed snowballs double dipping on AoE damage + it using the wrong effect (effect is still bugged for clients)
  • Re-added the akimbo MPXs so you can make proper use of soosh's Cunny Blue Archive "Logic & Reason" skin
    • Also Steam release 😭
  • Hylie's HELLDIVERS 2 weapons now take twice as much ammo from Ammo Bags to account for them having normal damage mults (vs shotguns and LMGs having lowered headshot mults) + having a combat load worth of ammo
    • i.e. With an empty HD2 weapon, using an Ammo Bag with 200% ammo will use the entire bag to fill the weapon to 100% ammo
BeardLib Custom Weapons
  • RJC9000's mods

  • Hylie's mods

    • TOZ-81 (Updated support for V3)
  • >:3's mods

    • SKS* (Fixed magazine compatibility)
    • XM8** (Thanks Lumnyl!)
  • Silent Enforcer's mods

  • Tangerine Paint's mods

* Missed changes from 12.3.4.2

** Needs the use of Zdann's Normal Map Converter to fix its appearance

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