← All mods

HellForge Gameplay

Creek Reborn

Created by enochlophobianumerophobia · Updated 24 Oct 2026 · 100 downloads

Overhauls Automaton combat on Malevelon Creek

About this mod

Use discord to report bugs to me.

Creek Reborn overhauls Automaton combat on Malevelon Creek across D1 through D10, with co-op and D11 support through Hell Forge Difficulty. Bots gain stronger weapons, longer bursts and faster rocket setup.

Closer patrols, doubled normal drop transports and shared last-known sightings increase pressure. Added Cyborgs are available across all supported difficulties; Voxwalkers begin at D5.

Optional movement reversal follows qualifying knockdowns. It defaults to 3 seconds, with an on/off switch and a duration from 0 to 10 seconds in Bingus's Creek Reborn menu.

Recommended companions: AI Behavior Fix and Faster Corpse Cleanup. See README for setup and limits.

Very performance heavy the spawns
Cyborgs loading also creates a lot of frame drops.
vibe coded by ChatGPT-6.1

What's new in 0.1.7

Changes since v0.1.0, combined for the v0.1.7 public beta. D11 is provided by Hell Forge Difficulty. - Capped the 35% forward-sight increase at 125 metres, down from 300 metres. - Doubled Heavy Devastator uninterrupted burst duration from about 2.17 to 4.33 seconds and halved planner cooldown values. With native setup and recovery, the nominal gap falls from about 1.33 to 1 second. Targeting and interruptions still affect actual cadence. - Halved Rocket Devastator planner cooldowns: authored 2-second values become 1 second and 3-second values become 1.5 seconds. Setup animations play 50% faster, with matching completion timing. The firing sequence retains its native timing. - Added shared last-known sightings within 60 metres through native investigation and pathfinding. Doubled search-stage duration, usually from 20 to 40 seconds; four Cyborg elite/rusher records use 8 to 16 seconds. Existing combat tasks and searches retain native control. - Shortened patrol interval settings to half the active difficulty's baseline across D1 through D11 and reduced active patrol-placement distances by 25%. Native population limits, navigation and mission rules still apply. - Moved transport landing requests from 25 to 35 metres around the targeted Helldiver, with paired arrivals in opposing sectors. Doubled normal transport requests and full normal cargo loads are retained; terrain can adjust landings. - Spaced additional Cyborg and Vox transport requests at least 16 seconds apart. They seek a 16-second gap after regular arrivals, with up to 20 seconds of extra quiet-wait extension. Unobserved arrivals use a 75-second retry delay per enemy kind, with at most three attempts each. - Restricted added Voxwalkers to D5 and above. Added Cyborgs remain available across D1 through D11. - Added joined-player enemy-package preload, including late joining. Matching Creek missions survive lobby updates and host migration; gameplay edits, AI and transport creation remain under host authority. - Added optional movement reversal after attributed ragdolls from Voxwalkers, Factory Striders, Cannon Turrets, Annihilator shared-cannon hits and Barrager Tank rockets. Machine-gun and unknown tank payloads do not qualify. - Added Bingus Vanilla Megapack REFORGED 1.1.0 menu controls: an on/off toggle and a 0.0 to 10.0-second duration in 0.1-second steps, defaulting to 3 seconds. Zero disables reversal, switching off cancels it immediately, and preferences persist across updates. - Kept crawling reversed while prone. Space/Climb stand-up requests and the get-up transition receive a temporary native-input exception, then inversion resumes for any remaining time. The timer keeps counting throughout. Aim, camera and stratagem bindings stay unchanged. - Added fresh posture and local-player identity checks before inversion. Death, respawn and mission exit cancel the effect; another qualifying ragdoll refreshes it after recovery. Received co-op reactions without attacker identity do not trigger reversal. - Batched cargo/component lookups, checked exact cargo models before fallbacks, and reused package-list positions with identity and loaded-state checks to reduce repeated lookup work. - Replaced repeated full-catalogue flare-caller searches with bounded reads. Skipped unrelated alert/spawn events and removed per-actor AI task tracing. New aggro is handled on the next game update; pending calls retry every 0.25 seconds and active callers are checked every 0.1 seconds. Calls without line of sight, heavy-bot relay, native flares and admission rules are retained.

All 2 files and their changelogs →