Custom difficulties

Every difficulty from the Practical DRG community tier chart (The Big Chart), sorted T1 to T9. Read what it’s about, then copy the code or download it and import it in game.

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83 difficulties · 117 code files · Chart captured 2026-09-27 (chart last updated 2026-07-04) · Original chart ↗

How to read this chart
  • Difficulties played in PDRG, numbered in tiers from 1 (easiest) to 9 (hardest). The difficulties are UNORDERED inside each tier.
  • A difficulty is only pubbable if it doesn't use any extra enemies mod (MEV, DEA or EEE) and if it doesn't use any CD2 feature that requires syncing to clients (eg. custom enemy Materials).
  • If a difficulty is only available for CD1 and you are using CD2, there is a script to convert it. The other way around is not possible due to the feature set of CD2 being a lot bigger than CD1's.
  • The difficulties are rated based on FIRE COMP except on T7, T8 and T9.

“Chart editor” comments are by the Big Chart’s maintainers, not by this site. Chart text is reproduced as-is, typos included.

Tier descriptions, author blurbs and editor comments are copied from the Big Chart; this site adds the stats and code files.

Tags like “Needs MEV + DEA” are worked out by this site from the enemy IDs in the code file and follow the version you pick. Difficulties without a code file use the chart’s own marks.

83 / 83 difficulties

T1

The difficulties listed here are either a gentle step-up from Hazard 5 or a modified version of Hazard 5, and are a good introduction to modded gameplay. They have relaxed nitra costs which don't force the pacing and tend to be easy enough to be pubbable with vanilla players.

9 difficulties

5x2

by --
CD2No enemy packsPubbableResupply 60

AuthorVanilla Hazard 5 but with 2x enemies.

Chart editorGood old vanilla Hazard 5 but with double enemies. As such, it keeps some of the weird design decisions of H5: the random chance of having literally no stationaries in the map and also the possibility of having a really long wave timer. For many modded players this is the first difficulty they try, but please take a look at some other entries in this tier, especially Brain's Spicy editions and the rebalanced versions from Marian.

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Hazard 5x2

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CD2No enemy packsPubbableResupply 50

AuthorA classic pub-friendly starter difficulty with two new harder variants. Fire can help new players acclimate to disruptive and special enemy pressure. Fire X adds pacing pressure with faster timers and Fire XP adds grunt constant pressure on top.

Chart editorThe base of Spicy Fire is Hazard 5x2 but with increased enemy diversity, which will make the game spawn more of the dangerous enemies such as wardens, menaces, mactera, etc. High diversity is a staple of harder difficulties and thus the Spicy editions are considered one of the best introductions to modded gameplay, usually used as training wheels for 6x2. Also unrelated, but if you ask me this difficulty should have been the new Hazard 5+.

This version’s notes (from the file, original language)

A better Hazard 5x2. Version 5b1. Compatible with S5.

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CD2No enemy packsPubbableResupply 80

AuthorVanilla Hazard 5 with a few quality of life changes.

Chart editorAs commented in the 5x2 entry, vanilla Hazard 5 suffers from some strange design decisions related to chances of having zero stationaries, zero veterans or very long wave timers, among others. This difficulty by Marian does a small rebalancing of the numbers while keeping true to Hazard 5.

This version’s notes (from the file, original language)

Vanilla Hazard 5 with a few quality of life changes

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Hazard 5 rebalanced v2

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CD2No enemy packsPubbableResupply 60

AuthorVanilla Hazard 5x2 with a few quality of life changes.

Chart editorSame idea as above, but with double enemies.

This version’s notes (from the file, original language)

Vanilla Hazard 5 with a few quality of life changes, doubled enemy count modifier. Removed the lighting changes for now, cause they are bugged in cd2. Will go back once its fixed.

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CD2Needs MEVResupply Not specified

AuthorA difficulty that adds a bunch of More Enemy Variants enemies to the vanilla game. Select the difficulty in CD2 and then select your hazard of choice on the map and it'll scale to match.

Chart editorVEV allows to see some of the new enemies added by the most common enemy expansion mods (MEV and DEA) on a difficulty level similar to whichever vanilla hazard you select. Unfortunately it can't be pubbable, since the clients will require the mods to be able to see the enemies.

This version’s notes (from the file, original language)

A difficulty aimed at adding MEV enemies to Vanilla-level difficulties. Clients require MEV and CD2

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CD2Needs MEV + DEAResupply First 40, then 60

AuthorAdds enemies from MEV, DEA and EEE to Vanilla-level difficulties. Select the difficulty in CD2 and then select your hazard of choice on the map and it'll scale to match.

Chart editorA bit harder than VEV (see above) and adds even more custom enemies from MEV and DEA.

This version’s notes (from the file, original language)

Adds enemies from MEV, DEA and EEE to Vanilla-level difficulties. Clients require MEV, DEA, EEE and CD2

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True Haz 5.5x2

by Darth Syphilis
CD2No enemy packsPubbableResupply First 40, then 60

AuthorHazard 5.5x2 extrapolated from Haz 5 (not the GSG 5.5 version found in dives).

Chart editorThe Hazard 5.5 found in the third stage of the elite deep dives is quite strange: if you look at the numbers, it is exactly the same as Hazard 5 but with a chance of the hardest Encounters bin removed, so we could say that it is even easier than Hazard 5. While we can't say anything as to why GSG designed it like this, this difficulty gives a "true" Hazard 5.5 correctly extrapolated from Hazard 5. And yes, this time it is slightly harder.

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Actual Hazard 5.5x2- 60/20N

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Hazard 6

by Ike
CD2No enemy packsPubbableResupply 60

AuthorIke's Hazard 6.

Chart editorA milestone of modded history, the legendary Hazard 6 file from Ike takes Hazard 5 and extrapolates its values with a significant rebalancing effort to imagine how an inexistent vanilla Hazard 6 would look like. The version without double enemies is undoubtedly a lot less common that the famous 6x2 (see below in T2) and it is significantly easier, hence, the general recommendation if you want to prepare for 6x2 is to play Spicy Fire or 5x2 instead.

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Hazard 6

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CD2No enemy packsPubbableResupply Conditional — see rule

AuthorBased on true Haz 5.5x2, should be much more beginner friendly and feels a touch easier than 6x2, but still has a WaveSpawner for a bit of extra pressure.

Chart editorThe easiest of David's Dave series, this diff sits at the higher end of T1. It might be too hard for complete beginners to modded but it makes a nice bridge between 5x2 and 6x2 and it is the easiest diff that introduces the concept of enemy wavespawners from CD2.

This version’s notes (from the file, original language)

--------------- Version: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * *** Host requires CD2 update 18 or newer *** * * * * * * * * * * * * * * * * * * * * * * * * * * * This difficulty uses Darth's 'Actual Hazard 5.5x2' difficulty as a base, but includes many features from Dave's Double (wavespawners, elite guards, etc.) True Haz 5.5x2 plus: -------------------- - Grunt/Web/Acid (70%/15%/15%) WaveSpawner on 80s interval - Starts at 20s for most missios, 300s for PE, 200s for Refinery/Salvage - Difficulty = ((-20 + (60 * DwarvesAmmo)) * (1.25 [if depo nitra >= 180])) - Stopped if anyone is down - Menace/Grabber/Goober/Bulk (32%/32%/32%/4%) WaveSpawner on 100s interval - Starts at 20s for most missions, 300s for PE, 200s for Refinery/Salvage - Difficulty = 1 - Stopped if anyone is down - Headbounces removed for CD2 enjoyers - StationaryDifficulty upped from (175-225) to (225-250) - StationaryDifficulty reduced (150-175) for all hot drop missions (Egg/Refinery/PE/DeepScan) - StationaryEnemyCount/Diversity upped from (5-6 & 3-5) to (7-7 & 7-7) - ECM * 1.2, 1.3, 1.1 DuringExtraction for Default, PE, and Salvage - Refinery ECM is increased slightly during certain phases, RefiningStalled is the largest @ 15% - Younglings/Stalkers removed+ - Trash Breeder Jr. (denoted by Elite status) added to enemy pool, bulk rarity - VeteranLarge (Oppressors) chance left unchanged, but swaps to 0 if 2 or more Opps exist - Speed boost (+0.25) given to bugs DuringDillevator - Barragers: SpawnAmountModifier: 0.5 MaxSpawnCount: 1 (2) - 0 (1) for Escort Only - Leeches copied from Double, with 75% speed - Added elite leeches, slow and slightly tankier with a long reach - Exploders replaced with variable speed exploders @ 0.8 0.9 1.0 and 1.25 normal move speed - Guards spawn as Elite at (IWsLeft/150)% chance - 25% weaker than Double variant - Oppressor speed buffed halfway between normal and Double - Copied Brain's D2 XED_DreadHelper descriptor and wavespawner (difficulty 250 > 60) to make elim more fun - Salvage Changes - Bulks no longer have meatballs on Salvage only - Scan duration 2 > 1 second - Repair duration 10 > [10,20,30,40] seconds ByPlayerCount - CoopUseMultiplier = 5 (to promote teamwork) - Required Legs: Random between 2-5 - Uplink/Refuel CoopUseMultiplier = 5 - Uplink/Refuel scales @ (1.0 + ((EnemyCount - 80)/200) when > 100 enemies are alive - Message sends when a resup becomes available (and notes how much the next will cost) - Message sends when a trash breeder spawns - Removed bulks from escort encounters - Revive/Regen HP - 20% + 5% per mercy stack - Mercy Stacks accumulate every time a player downs up to 4 stacks Lose a stack every 30 seconds without a player down - Treeders removed from encounters - Treeders nerfed a bit - Added sound cue on Treeder spawn (refinery complete sound) - Banned warnings/anamolies - Pitjaws unchanged (for now), only exist in Ossuary - Scrabs promote into scrabs, grunts, and swarmers @ {50,25,25} weight - Reduced bug speed boost during DeepScan drill portion - Added mission start message with resupply cost info 3.72: ---- - Activated 2 main wavespawners on HE

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T2

This tier features diffs with enemies that are tankier, faster and with higher damage than Hazard 5, together with faster wave and swarm timers and a lot more stationaries. 6x2 is considered the gold standard of modded difficulties for its good balance and this tier contains difficulties that play similarly to it, and although some contain new modded enemies and other "modern" features, they keep for the most part closer to the vanilla experience than the tiers that follow.

12 difficulties

CD2No enemy packsPubbableResupply 60

AuthorIke's Hazard 6 with 2x enemies, and all variants (x3, x4, etc.)

Chart editorAs it it said on the tier description 6x2 is considered the golden standard of modded difficulties, praised for its good balance and Ike's decisions of which values to extrapolate from Hazard 5 and which to not. Perhaps the most well known difficulty from this chart, it is a common sight in pubs among beginners and seasoned players alike. For a player coming straight from Hazard 5, 6x2 will present a steep learning curve that will generally last for a few weeks (barring any cracked players, who do undoubtedly exist). If you are a regular 6x2 player, please check the other entries in T2 for interesting variations or, if it's starting to get easy, take a look at the difficulties in the next tier.

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6x2: Re

by MoonLightOri
CD2No enemy packsPubbableResupply By resupply count: 40 → 60

AuthorThis difficulty was an attempt to do a small rebalance on the original Ike's 6x2 along with some QoL from other difficulties.

Chart editorA variation of 6x2 by MoonLightOri that adds some quality of life (bulk helpers on elimination, 40 % hp on revive, more consistent enemy bins, disruptive enemy balances, etc) and rebalancing of some of the wave and swarm bins while in general playing very similarly to 6x2. You can read the full list of changes in the linked post.

This version’s notes (from the file, original language)

Version Info: v1.1. Resupplies 60/20N, having changes that rebalance the nature of difficulty via CD2 Features. Nerfed Scrab and Pitjaw spawnrates.

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Hazard 6x2:Re v1.2

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Hazard 5a

by GSG
Pubbable

AuthorHazard 5+ with all the modifiers at II.

Chart editorA non-modded difficulty in this chart? Yes, for reference. Hazard 5a (all) is shorthand for the hardest vanilla difficulty, that is, hazard 5+ with all modifiers at maximum. It is an incredibly inconsistent difficulty, especially in Solo, which sits on average at T2 but with some missions being a lot harder thanks to poor balance (eg. the low dotty resistance on Escort). While enemies do a lot of damage, the number of stationaries is really low (it even inherits the chance of having zero stationaries from Haz 5) and the wave timers are the same as Haz 5 as none of the modifiers affect them. In general the recommendation of the modded community is: skip this one and just play 6x2 instead.

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CD2No enemy packsPubbableResupply By resupply count: 30 → 50

AuthorPubbable version of Myriad Main (T4).

Chart editorThe easier version of Myriad Main (T4), suitable for pubbing. All the enemies are vanilla, and the difficulty plays very similarly to 6x2 with a few tweaks.

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Myriad Mini v2.3

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Hoxxian Roulette 6x2

by ice_cream_joe
CD1No enemy packsPubbableResupply 60

AuthorEvery wave of enemies has only one enemy type. Versions currently exist for Hazards 5x2, 6x2, and 7x2.

Chart editorEvery time the game spawns a wave it will contain only one enemy type. It's a fun difficulty but quite easy even in its harder version (based of 7x2) since a big part of the perceived difficulty of the combat in DRG is due to the threats of different bugs attacking the player at the same time, or in other words, due to high enemy diversity.

This version’s notes (from the file, original language)

Hazard 6x2, but every wave of enemies has only one enemy type.

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Hoxxian Roulette 6x2 v4

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CD2No enemy packsPubbableResupply 50

AuthorLighter version of DW. Enemies are stronger, faster & deal more damage than Haz 5. Grabbers, leeches move slower & menaces shoot slower.

Chart editorThe easiest of Zeta's diffs (DL, DW, DP and DR), this difficulty is a great for pubbing as it keeps everything in vanilla and plays similarly to 6x2 but with some custom enemies added to the pool.

This version’s notes (from the file, original language)

Lighter version of DW. Enemies are stronger, faster & deal more damage than Haz 5. Grabbers, leeches move slower & menaces shot slower. Removed weakened nemesis, rockpox exploder breeders, lacerators, arbalests & all rival turrets.

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CD2Needs MEV + DEASolo-friendlyResupply 50

AuthorAn experiment on low count modifier design, for 1-2 players.

Chart editorIs it possible to make a low enemy count difficulty interesting to play? This attempt by Marian uses a few custom mactera and praetorian enemies from the expansion mods (among others) and it is quite unique among the other difficulties in this tier. While it says balanced for 1-2 players, it is also very playable with a full team.

This version’s notes (from the file, original language)

A7: Hopefully made the two new ballers spawn but not normal ones, made the biblically accurate mactera 5x harder to freeze, made the regular elite mactera 1.5x easier to freeze, gave buffer bombers a spawn cooldown of 100 seconds, nerfed projectile speed to 80% of its previous value, made the Fanatic a bit less tanky, removed buffer bombers from encounters A8 ideas: EggSwarmer replacement? ideas for the other bugs? maybe remove sentinels during heartstone/scale with player count, fix praet and dread swarms

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Mighty Mactera and Prodding Praetorians

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7x2

by Ike
CD2No enemy packsPubbableResupply 50

AuthorIke's Hazard 7 with 2x enemies.

Chart editorHazard 7, also by Ike, follows the theme of his Hazard 6 where enemies are faster, deal more damage, timers are lower and the enemy count is increased. Despite being objectively harder, 7x2 is kept in T2 because it plays very similarly to 6x2 and it's sometimes hard to tell the differences except in some obvious places (for example dreadnought HP, which is noticeably higher). As a consequence of this, 7x2 is not very popular nowadays and most people would start looking at T3 entries for difficulties to play after being comfortable in 6x2.

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CD2No enemy packsSolo-friendlyResupply First 40, then 60

AuthorA (true) solo focused offshoot of 6x2, with the goal of making true solo elite deep dives a bit less grindy. It tries to keep the same relative amount of difficulty, but increase downtime so that players can push objectives without the support of bosco or teammates.

Chart editorA solo diff by ojb, with some QoL (no stingtails and no stalkers, among others) and longer wave timers compared to 6x2.

This version’s notes (from the file, original language)

A tweaked 6x2 for less grindy true solos. Changes: slower wave timers, increased encounter spawns, no dets in bubble holds.

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ROCKPOCALYPSE

by ice_cream_joe
CD2No enemy packsResupply First 40, then 60

AuthorA themed difficulty based around Rockpox. Adds many customized Rockpox enemies.

Chart editorA nice variation of 6x2 if you want to see more rockpox in the caves. VEA is recommended to make it a bit more bearable.

This version’s notes (from the file, original language)

A themed difficulty based around Rockpox. Adds many customized Rockpox enemies. MEV not required.

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ROCKPOCALYPSE v1

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6x2 SEFB

by pH-JPEG
CD1No enemy packsPubbableResupply 40

Author6x2 with sentinels and fire bombers added to the pool.

Chart editor6x2 at the base but it adds sentinels and fire bombers. It feels slightly harder than 6x2. There was an older version that added beta stalkers which became obsolete with the release of the vanilla stalker in S5.

This version’s notes (from the file, original language)

Hazard 6x2 with Sentinels and Fire Bombers. rc4: Alternate version where Sentinels are made less common and Fire Bombers are more common compared to version rc1. MinPoolSize changed to 14. Latest update: Updated for Season 5; StationaryEnemyDiversity 4->6, DisruptiveEnemyPoolCount max 7->8, MinPoolSize 16->17.

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6x2SEFB_rc4

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CD1No enemy packsPubbableResupply 40

Author6x2, but Breeders are more common as stationaries and are in greater numbers. They can spawn in normal waves or constant pressure waves. Shockers are spawned instead of normal jellies.

Chart editorAs it says on the description, this difficulty contains A LOT of breeders, and the caves will be flooded by jellies at any given moment; other than that it's basically a 6x2 variation. Good difficulty for taking out the wave cooker.

This version’s notes (from the file, original language)

6x2, but there's more breeders. They also spawn shockers now. Latest update: Updated for Season 5; StationaryEnemyDiversity 6->8, DisruptiveEnemyPoolCount max 7->8, MinPoolSize 15->16.

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6x2B

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T3

Difficulties here present some characteristics that make them harder than the previous tier: faster wave timers, new modded enemies, higher enemy counts, gentle wavespawners (constant pressure waves outside PE) and so on. The nitra cost is usually moderate.

9 difficulties

Diablo I

by TheBrain
CD2No enemy packsPubbableResupply 50

AuthorThe forbidden Spicy Edition. Enjoy at your own risk.

Chart editorGood difficulty to get used to some aspects of cave madness: high diversity, bulks spawning in pairs or trios far apart from each other, and quite challenging swarms. This version is a bit easier than its successor (Diablo II in T4) since it doesn't contain grunt wavespawners and it's also missing some CD2 QoL features like bulk helpers on elimination. Unlike some diffs in higher tiers the HP on revive is only 10 % which can make it easy to get into a death spiral after dying once.

This version’s notes (from the file, original language)

CD2 Port of The forbidden Spicy Edition. Enjoy at your own risk.

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Hazard 6x2 - Diablo Edition

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6x2 EX

by pH-JPEG
CD2Needs MEVResupply 45

Author(6x2 Extra), a 6x2-based, more fair version of Lx2. The difficulty uses MEV only for enemy recolors and beta stalkers, so it's easy to make a pubbable version.

Chart editorVery good difficulty to play when T4 diffs are still too hard but T2's are too easy. One of its characteristics is a quite high grunt ratio (number of grunts versus other enemies during waves and swarms) which makes waveclear, usually on Driller with sticky fuel, very important. It also introduces fire bombers and sentinels in the spawn pool, which are used in a lot of harder diffs, and the 40 % HP on revive makes it a bit more forgiving than Diablo. Although technically not pubbable, it's easy to make a pub-friendly version that doesn't require CD2 or MEV.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV). CD2 port of 6x2EX (6x2 Extra), a 6x2-based, more fair version of Lx2. Latest change: Brambles now appear shinier.

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6x2EX

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6x2 LX

by pH-JPEG
CD1Needs MEVPubbableResupply 45

Author6x2EX but with 4 Lx2EX features.

Chart editorThis diff has a base of 6x2 EX but there's 4 "events" spawning during the swarms: a fast bulk, a weak nemesis, twin dreads, and a crassus detonator. It was never ported to CD2 so it's missing some recent QoL but it can be converted with a script (ask on discord).

This version’s notes (from the file, original language)

REQUIRES MEV. 6x2LX compatible with the mod Simple Bug Enhance (https://mod.io/g/drg/m/simple-bug-enhance), allowing Nexuses to work as intended. Do not use without Simple Bug Enhance. Latest change: Updated for Season 5; StationaryEnemyDiversity 4->6, DisruptiveEnemyPoolCount 7->8. Nexuses take x3.175->x3.95 fire damage.

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Send It!

by pH-JPEG
CD2No enemy packsPubbableResupply 40

AuthorSend It! is a quicker version of 6x2. Swarms do not exist, but there are frequent small waves of bugs. DISCLAIMER: Due to current CD2 limitations, Point Extraction and Escort missions are not recommended for playing.

Chart editorThis difficulty started the Send It! trend and all its derivatives (Type R, Send It LX, Ghosts, etc.). Because of the increased frequency of the enemy waves, the team has to be pushing all the time and needs to learn how to do objectives while fighting constantly. Once the proper pacing is learned, this difficulty probably becomes a T2, closer to 6x2, otherwise it can be quite hard for beginners. A known quirk of Send It! difficulties is that is very hard to recover from a team wipe, a problem that was very prevalent in the CD1 version but that can be fixed in CD2 in different ways, the most common of which is stopping the waves when one dwarf is down.

This version’s notes (from the file, original language)

CD2 port of Send It without the snowballing safety net. Identical to the CD1 version of Send It in gameplay. Do not play Point Extraction or Escort; all other mission types are recommended. Latest update: Updated for Season 5; StationaryEnemyCount, StationaryEnemyDiversity 4->6. DisruptiveEnemyPoolCount max 7->8. MinPoolSize 14->15.

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Astral

by MoonLightOri
CD2Needs MEVResupply By resupply count: 40 → 50

AuthorAstral, shortened as AS, is a spin off of 6x2EX and the dial-down version of Celestial with some interesting twists on modded enemies.

Chart editorThe easiest of MoonLightOri's space trilogy (Astral, Celestial and Interstellar), it incorporates some very interesting enemies thanks to CD2 tech with a similar pacing to 6x2 EX and similar difficulties.

This version’s notes (from the file, original language)

REQUIRES CD2 beta 13+ AND MEV v5.4. Recommended VEA. Astral, shortened as AS, is a spin off of 6x2EX and the dial-down version of Celestial with some interesting twists on modded enemies. v1.06: - Added CoopUseMultiplier (from Dave's difficulties setting). - Elite Slasher WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Line-Cutting Turret: Scale x1.4 -> x1.25.

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Astral v1.06

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CD2No enemy packsPubbableResupply Conditional — see rule

AuthorBase 6x2 with many tweaks, including: 2x Stationary Enemies, multiple WaveSpawners, and intense extraction spawn counts.

Chart editorYou can see this difficulty as an improved 6x2 and a bit harder, with the advantage of being fully vanilla, and therefore pubbable. It has many interesting custom tweaks and some characteristics of recent diffs like bulk helpers on elimination. The JSON file lists all the changes in the description for the curious.

This version’s notes (from the file, original language)

--------------- Version: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * *** Host requires CD2 update 18 or newer *** * * * * * * * * * * * * * * * * * * * * * * * * * * * Normal 6x2 plus: ---------------- - Headbounces removed for CD2 enjoyers - 2x StationaryDifficulty (700-900) - slightly reduced for 3 length Egg and 3 Complexity Refinery - 200 Enemy cap @ 4p - First 2 resups = 40, then 60 - SpeedModifier = (1.25) + (ResuppliesCalled/150) - Barragers: SpawnAmountModifier: 0.5 MaxSpawnCount: 2 (3) - Escort only: MaxSpawnCount: 0 (1) - Reduced Brood Nexus spawns - Stalkers removed - Mostly copied DII leeches, slighty reduced speed - Added elite leeches, slow and slightly tankier with a long reach - 1.5x, 1.6x, & 1.3x spawns on 'Default' 'PE' & 'Salvage' extractions - Exploder removed from Encounter pool - Exploder replaced with 4 variable speed exploder custom vets - Shockers Rarity tripled, NoSpawnWithin 12m, SpawnAmountModifier 0.4 - Younglings removed from enemy pool (salt pits is so back) - Oppressors movement speed buffed - No longer spawn if 3 or more exist at once - Trash Breeder added to EnemyPool (not a stationary) - Denoted with Elite rating - Breeds: Grunt, Swarmer, Exploder @ 31% each | Mactera @ 7% - Guards spawn as Elite at (IWsLeft/150)% chance, slightly weaker than normal elites - Refinery ECM is increased slightly during certain phases, RefiningStalled is the largest @ 15% - Main WaveSpawner (55s interval) starts at 20s, 200s for Refinery/Salvage, 300s for PE - Ambient WaveSpawner on 55s interval - DuringDefend WaveSpawner on 20s interval - Escort WaveSpawner active during phases 1-3, same as DuringDefend WaveSpawner - Escort WaveSpawner spawns 1-3 bulks at start of last phase, depending on # of players alive - Elim makes use of Brain's XED_DreadHelper bulk to kill dreads - Elim is fun again! - DeepScan uses DuringDefend WaveSpawner DuringDrillevator - Sabotage uses DuringDefend WaveSpawner during hacks - Barrier turrets replaced with ballers - Tweaks to shredders/patrol bots to be less oppressive - Sabotage resups = 40 - Salvage Changes - Bulks no longer have meatballs on Salvage only - Scan duration 2 > 1 second - Repair duration 10 > [10,20,30,40] seconds ByPlayerCount - CoopUseMultiplier = 5 (to promote teamwork) - Required Legs: Random between 2-5 - Uplink/Refuel CoopUseMultiplier = 5 - Uplink/Refuel spawns an additional 150/200 difficulty wave once between 0.4 and 0.75 DefenseProgress - Uplink/Refuel scales @ (1.0 + ((EnemyCount - 80)/200) when > 100 enemies are alive - Extra PE WaveSpawner added, 400 diff wave at ~75 seconds - Message sends when a resup becomes available (and notes how much the next will cost) - Message sends when a trash breeder spawns - Removed bulks from escort encounters - Periodic extra spawns during PE countdown - Revive/Regen HP - 20% + 5% per mercy stack - Mercy Stacks accumulate every time a player downs up to 4 stacks Lose a stack every 30 seconds without a player down - Treeders removed from encounters - Treeders nerfed a bit - Added sound cue on Treeder spawn (refinery complete sound) - Banned warnings/anamolies - Pitjaws unchanged (for now), only exist in Ossuary - Scrabs promote into scrabs, grunts, and swarmers @ {50,25,25} weight - Reduced bug speed boost during DeepScan drill portion - Added mission start message with resupply cost info 3.72: ---- - Activated main wavespawner on HE

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Dave's Double V3.72

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CD2No enemy packsSolo-friendlyResupply 40

AuthorA difficulty for solo + Bosco designed to encourage aggressive, mobile play.

Chart editorOne of the few Solo difficulties in this ranking that also incorporates Bosco. Many POV's can be found in the author's youtube channel.

This version’s notes (from the file, original language)

(WIP) - v4.6.11

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Hazard Opal

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CD2No enemy packsPubbableResupply First 45, then 60

AuthorA send-it styled variant of vanilla's H5a. Enemies are fast, durable, and hit hard, but instead of coming in large announced swarms, you'll be frequently facing smaller groups of enemies. Expect to be multitasking combat and objectives together with your team!

Chart editorDo you like the idea of Haz 5+ but are bored to death due to the long wave timers? Slasher Dasher gives enemies the max toughness scaling of 5+ but with highly increased enemy frequency and stationary numbers. The difficulty scales up to 8 players, and has an interesting quirk: unlike the other mission types, Refinery is incredibly tough (I'm not even sure if it has ever been beaten).

This version’s notes (from the file, original language)

Inspired by send-it using H5a as baseline. Max 8 players, but primarily balanced for 2-4

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EX

by pH-JPEG
CD2Needs MEVResupply First 40, then 50

AuthorIntended as a small step-up from 6x2EX. Experimental difficulty, unsure if it will ever be released.

Chart editorAn unfinished difficulty from pH-JPEG, intended to be a bridge between 6x2 EX and ND. Although unfinished, it is very playable and it falls on the higher end of T3.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV). Intended as a small step-up from 6x2EX. Experimental difficulty, unsure if it will ever be released. a02: Breeders now spawn Shockers.

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EX_a02

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T4

Introduction to cave madness. This tier is similar to the previous one but the difficulty picks up following the theme of faster waves, the introduction of new modded enemies and possibly higher scalings (ie. Hazard 7 resistances and damage). The pacing starts to be quite important and almost all difficulties listed here contain wavespawners, higher nitra costs and other tricks to force it.

13 difficulties

Diablo II

by TheBrain
CD2No enemy packsResupply 50

AuthorDesigned to be played fast and clean using sticky/vb fire comp.

Chart editorThe successor of Diablo I, this diff has been updated with a gentle constant grunt wavespawner and was the first to have helper bulks on elimination missions. In the same vein as the old one, RNG plays an important part and sometimes there are nasty spawns involving bulks or similarly dangerous enemies.

This version’s notes (from the file, original language)

Diablo II Alpha. Designed to be played fast and clean using sticky/vb fire comp.

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DIIa8

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DW

by Zeta
CD2No enemy packsPubbableResupply Conditional — see rule

AuthorInspired by pH-JPEG's ND. Does not require clients to have CD2, MEV or DEA. All difficulties are roughly based on Haz 6 HP, dmg scaling & Haz 7 attack, movement & projectile speed.

Chart editorA middle difficulty in Zeta's trilogy (DL, DW, DP and DR), it plays similarly to ND. This series has some pretty creative new modded enemies, and the most surprising thing of all is that is fully pubbable: the author uses different kinds of vanilla enemies such as rockpox and kursite to signal that some bug does something different, instead of using CD2's non-pubbable material changes.

This version’s notes (from the file, original language)

Bulks now become elites and leeches are now silent. Even faster bulks, grabbers, leeches, oppressors. New enemies include elite bulks, shockers, younglings, trawlers, sentinels, fire bombers, crawlers, grunt nexus, exploder & rockpox exploder breeders, patrol bots, rival turrets, weakened lacerators, arbalests & weak bulks.

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CD2No enemy packsPubbableResupply By resupply count: 30 → 50

AuthorPubbable cave madness with a few mission type overhauls and exciting twists.

Chart editorA more recent take on ND pacing, this difficulty loves to spawn high HP threats such as praetorians, oppressors and lots of sentinels during swarms. Because of that, it is noticeably harder in mission types that involve tunnels (looking at you, Crystaline Caverns deep scan) and when making cramped holds with no space to kite. The diff also has some original wavespawners that can surprise you in some missions, like deep scan and sabo. The author has an easier diff, Myriad Mini, In T2.

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Myriad Main v2.3

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CD2No enemy packsPubbableResupply Conditional — see rule

AuthorA step-up from Dave's Double, Triple mainly features faster timers and more enemies, as well as a higher enemy cap.

Chart editorAs it says on the tin, this difficulty from David is a harder version of his Dave's Double with increased pacing requirements, a lot more enemies and a few surprises that I won't spoil here. Like all Dave's diffs it keeps everything in vanilla, is fully pubabble, and makes fire bomber haters rejoice.

This version’s notes (from the file, original language)

--------------- Version: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * *** Host requires CD2 update 18 or newer *** * * * * * * * * * * * * * * * * * * * * * * * * * * * Everything from Dave's Double, plus: ------------------------------------ - Main WaveSpawner seperated into 2 wavespawners with more variety - StationaryDifficulty (700-900) -> (900-1000) - 240 Enemy cap @ 4p - EnemyCountModifier +25% - -10s to all wave timers including WaveSpawners - Low/high diverse waves - More VeteranNormal spawns - +0.05 base SpeedModifier - Opps removed from main wavespawner to reduce Opp fatigue - Other general tweaks to make things harder 3.72: ---- - Activated 2 main wavespawner on HE

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Dave's Triple V3.72

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Lx2

by pH-JPEG
CD2No enemy packsPubbableResupply 40

AuthorLx2, or Lunatic. The original cave madness difficulty.

Chart editorThis difficulty is the one that started the current trend of "cave madness". It was born as a CD1 diff that was later ported to CD2 by the author, and then a CD2-only Remastered version (see below) was made. As for the gameplay, it is a swingy difficulty with some pretty nasty spawns: waves of jellies, shredders, septics and stingtails are a common occurence, and breach cutter + PP is usually needed to survive. If you have played more recent diffs, Lx2 will feel a bit outdated and the current recommendation is to play ND instead.

This version’s notes (from the file, original language)

CD2 port of Lx2, or Lunatic. The original cave madness difficulty. Latest update: Alphabetized EnemyDescriptors.

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Lx2

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Lx2 Remastered

by pH-JPEG
CD2Needs MEVResupply 40

AuthorThe original cave madness difficulty now modernized.

Chart editorCD2-only version of Lx2, it adds some QoL but it is basically the same as the old Lx2.

This version’s notes (from the file, original language)

The original cave madness difficulty now modernized. a03: By default, Bulk SpawnSpread 16000. On Escort, Bulk SpawnSpread 0.

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Lx2 Remastered_a03

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ND

by pH-JPEG
CD2Needs MEVResupply First 40, then 50

AuthorND, the relatively fair successor to Lx2 and Lx2EX.

Chart editorProbably the most well known difficulty of this tier, ND was the next evolution of Lx2 and Lx2 EX from pH-JPEG with the intention of making a less swingy, more consistent difficulty. At a moderate 50 nitra resupply cost the pacing is important without being extreme, and has generally been lauded as a very well balanced difficulty that doesn't lean on RNG. As a testament of its importance, note how most of all the other entries in T4 use ND's characteristics as a reference.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV). CD2 version of ND, the relatively fair successor to Lx2 and Lx2EX that also is an initial experiment with MEV. Latest change: Shellback MaxSpawnCount 3->1, Rockpox Breeders now have a boss HP bar, Septics from Rockpox Breeders are now yellow, Brambles are now shinier in appearance.

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Mason's 8x2

by StoneMasons
CD2No enemy packsPubbableResupply First 30, then 40

AuthorA possible realization of Hazard 8 with 2x enemies.

Chart editorThere are a few realizations of Hazard 8 floating around the modded community and this is one of them. Although this ranking doesn't contain scaling diffs, this version of 8x2 feels closer to the cave madness aspect of other diffs in T4 and it sits right at the edge of the enemy resistances values where fire comp is still effective.

This version’s notes (from the file, original language)

Hazard 8x2, based off of Ike's Hazard 6 and 7 scaling progression. StoneMasons edit, credit to MountandDewMe who calculated the base resistances for a Haz 8. Credit to NoSkill who assisted in playtesting and tuning some final beta version numbers, and jpg for assisting with the disruptive and stationary count and diversity respectively.

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Hazard 8x2 - 40/10N

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CD1Needs MEVResupply 40

AuthorEnemy count and stationary difficulty at 8x2/7 levels respectively, everything else is 6 scaling. This difficulty is meant to throw as many disruptive/move you off your spot enemies as possible. Whales spawn mactera, nexuses spawn trijaws.

Chart editorThe mactera plague simulator diff, breeders and nexus both spawn them and they are also present in great numbers in waves and swarms, together with other ranged enemies (spitters, septics, spitballers, etc). The stationary clear phase is quite tough and slows the pacing substantially, which naturally makes some missions harder such as refinery and salvage.

This version’s notes (from the file, original language)

Don't worry, it's just 6x2. MEV Required

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Dance Dance Revolution - A19

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Send It! Type R

by pH-JPEG
CD2Needs MEVResupply 45

AuthorSend It! Type R, a combination of Send It and 6x2EX. No swarms, but small waves of enemies spawn frequently with 6x2EX style waves. Do not play Point Extraction or Escort; all other mission types are recommended. Only uses MEV for beta stalkers.

Chart editorA harder version of Send It! with new enemies in the spawn pool and increased pacing requirements. Play this one if the normal Send It! is too easy.

This version’s notes (from the file, original language)

Send It! Type R, a combination of Send It and 6x2EX. No swarms, but small waves of enemies spawn frequently with 6x2EX style waves. Do not play Point Extraction or Escort; all other mission types are recommended. EK9 variant: Harder version of Send It! Type R. Wave frequency remains constant. Latest change: Brambles removed from SpecialEncounters and are returned to StationaryPool. Bramble TimeDilation 1->0.5. Stalkers are replaced with Beta Stalkers. Bulk SpawnSpread 16000->0 on Escort.

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CD1No enemy packsPubbableResupply 45

AuthorA combination of Send it and 6x2LX.

Chart editorA modification of Type R above, adding the elements of 6x2 LX into the Send It! fray: twin dreads, fast bulks, weak nemesis and a Crassus detonator will now spawn together with the constant waves. Slightly harder than Type R.

This version’s notes (from the file, original language)

Combination of two diff (Send it and 6x2LX) made by pH-JPEG for chill games

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Send it! LX

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6x2 EX ERR

by MoonLightOri
CD2No enemy packsPubbableResupply By resupply count: 40 → 50

Author90% of enemies have a chance to spawn in Elite variant, Elite enemies stats are tuned significantly for balance. New Elite variants are also born with new quirks to ensure the enjoyment of the difficulty. There is a pubbable version and a non-pubbable version that requires CD2 v14.

Chart editorAs it says on the description, this difficulty grants the chance of promoting almost every enemy to an elite variant which usually does something different from the base enemy, whether it's improved characteristics or new projectiles. Static holds such as those in salvage can be tough and Executioner or some weapon with armor break is recommended to deal with the elites. It is balanced around fire comp.

This version’s notes (from the file, original language)

EnemiesNoSync version, for Pubbing. REQUIRES CD2 B14. Breaking the Limit in 6x2EX. What is Elite Restriction Release? 90% of enemies have a chance to spawn in Elite variant, Elite enemies stats are tuned significantly, for Balance. New Elite variants are also borns with new quirks to ensure the enjoyment of the difficulty. Alpha 17: - Ossiran Scrab: MinSpawnCount reduced to 1, MaxSpawnCount 20, DifficultyRating 35, Rarity 5.125, SpawnAmountModifier 0.7. - Pit Jaw: DifficultyRating increased to 150, MaxSpawnCount 0, Rarity 5 and SpawnAmountModifier 0.5.

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CD2No enemy packsResupply 40

AuthorEasier version of Into The Dark (T5).

Chart editorA toned down version of Into the Dark (see below in T5), a difficulty that makes use of CD2's darkness module to introduce a day and night cycle in the caves. In the style of Send It! this difficulty doesn't have announced swarms, but the concept of the darkness cycle works and plays almost in the same way.

This version’s notes (from the file, original language)

CLIENTS REQUIRE CD2. Exploring the Dark is a slightly tuned down version of Into the Dark

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Exploring the Dark

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T5

Another step-up from the previous tier, the difficulties listed here are fairly hard on average, most make use of MEV and DEA to add many new disruptor enemies and have very strict pacing requirements.

14 difficulties

NDS

by donnie emctwo
CD2Needs MEV + DEAResupply First 40, then 60

AuthorA tuned down version of FE, meant as an intermediary difficulty between ND and FC/FC forks.

Chart editorGood difficulty to play if you want to play FC/FE but those are still too hard, as it's basically a striped down version of FE with fewer enemies and some of the most dangerous HVTs such as MEV's big bulk removed from the pool.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV) AND DEA. A toned down version of FE/FC

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NDS_b11

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CD2Needs MEV + DEAResupply 45

AuthorBased on pH-JPEG's 6x2 LX ported to CD2 and harder, with 6 different kinds of bosses on a 45 second wavespawner timer and many DEA goodies.

Chart editorA dreadnought-themed difficulty existing thanks to the amazing new dread enemies in DEA. The base of the difficulty is ND with a grunt wavespawner and another wavespawner that chooses from a list of dreads every 45 seconds, so you will be fighting them very often. All dreads are ignitable and fire comp is recommended. The nitra pacing is moderate at a cost of 45.

This version’s notes (from the file, original language)

Cave madness version of 6x2 LX. Requires CD2 v15, MEV 5.4 and DEA_b00.4.1

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LX Revamped 0v8

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Eclipse (Partial)

by MoonLightOri seu
CD2Needs MEV + DEA + EEEResupply Conditional — see rule

AuthorThis is a Send it! + Interstellar with gradual Difficulty increase by time. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter. Do not enable mods that clean up the Gold Chunk as this will make the difficulty even more harder OR Drink gold-related beer that make difficulty easier. This difficulty will make sure you will be on a run with unlimited-and-lightweight waves coming at you.

Chart editor(Please read the description of the harder version below in T6: Total Eclipse)

This version’s notes (from the file, original language)

REQUIRES CD2 beta 16a+ (Updated), MEV v5.4, DEA and EEE. Recommended VEA. This is a harder Send it! Interstellar with Gradual Difficulty increase (Start at Lv3) by time. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter. DO NOT ENABLE MODS THAT CLEAN UP THE GOLD CHUNK AS THIS WILL MAKE THE DIFFICULTY EVEN MORE HARDER OR HAVING BEER THAT BUFFS GOLD RATIO TO MAKE DIFFICULTY EASIER. A17: - Invincible Exploder: Renamed into Ebonite Exploder. Damage taken from all sources reduced by 99%, except Melee Attack damage increased Massively. Removed Immunity to Burning and Freezing.

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ECLIPSE - Partial [A17]

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CD2Needs MEV + DEAResupply Conditional — see rule

AuthorBased on Dave's Double with some extra enemies.

Chart editorA hard difficulty to categorize due to the high amount of enemies that act as spawners for other enemies: if your team is good you will kill the spawners before they become a problem and the difficulty will feel closer to T4; on the other hand, if the team starts to lag behind in killing power the enemies will accumulate really quick and the mission will spiral out of control. It is the first difficulty from David to make use of MEV and DEA, and it is worth playing just because of the original and quite unique enemy designs it contains. The author has a PDF document explaining all the new enemies in the linked discord post.

This version’s notes (from the file, original language)

--------------- VERSION: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *** BOTH HOST AND CLIENTS REQUIRE CD2 UPDATE 18 or NEWER *** *** AND THE CORRECT MEV/DEA VERSION *** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * PLEASE DOUBLE CHECK YOUR PAKS BEFORE REPORTING AN ISSUE ------------------------------------------------------- Clients without CD2 update 18 (or newer) will see desync or crash. Clients without MEVv5_4 (or newer) will have invisible enemies. Clients without DEA_b00.3.3 (or newer) will have invisible enemies. Dave's Special with true 5.5x2 difficulty settings and slightly longer WaveSpawner timers. V3.72 Changes/Additions: ------------------------ - Activated main WaveSpawner on Heavy Extraction - New Enemy + Bulk WaveSpawner uses a randomized Sequence to prevent the same enemy from being picked back to back - New enemies/spawners given Critical Significance to avoid despawning if at cap - New Stationary: Mini Bulk Lobber - New Enemy: Breeder Breeder - Goombas now vulnerable to melee attacks - 4x normal pickaxe, 1x power attack, or jumping on them will kill them

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CD2Needs MEV + DEAResupply Conditional — see rule

AuthorThe game gets harder every time you call a supply.

Chart editorEvery time a resupply is called, a new dangerous enemy is added to the pool and the bugs get faster by a certain rate that depends on mission type and complexity, to avoid shorter missions being easier than longer ones. After approximately 6 resupplies the increase in speed will be very noticeable and the team will need to stay together to survive, and hopefully finish the mission soon!

This version’s notes (from the file, original language)

Calling resupplies will make the difficulty harder. Collecting gold will give minor positive effects.

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Nitra Rush! v0.7

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Ghosts

by von
CD2Needs MEVResupply 45

AuthorEvery cave is a Haunted Cave.

Chart editorEver noticed how Haunted Cave missions are harder than normal? The ghost forces the team to be moving all the time, which makes the usual holds in refinery, mining, egg, etc. to be much more difficulty to pull off. This difficulty is a Send It variation (no swarms) that adds a ghost in a way that is balanced even for mission types where haunted is banned in vanilla such as salvage and escort. Each mission works differently, I recommend going in blind!

This version’s notes (from the file, original language)

A Send It! Type R derivative. Beware of ghosts.

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DP

by Zeta
CD2No enemy packsPubbableResupply By resupply count: 40 → 50

AuthorA noticeable step-up from DW & a few influences from ITGN. Adds new enemies consisting a mixed variety of trash mobs & HVTs. More intense extractions. Grunt waves & elite grunts spawn periodically.

Chart editorPlays similar to Zeta's DW with increased combat pressure due to some new enemies, but a bit easier than DR.

This version’s notes (from the file, original language)

**NOTE**: Host requires CD2 Update 17 or above **NOTE**: Only the host is required to have MEV to add korlok sprouts into the stationary pool. A noticeable step-up from DW & a few influences from ITGN. Adds new enemies consisting a mixed variety of trash mobs & HVTs. More intense extractions. Grunt waves & elite grunts spawn periodically. b28: - Rockpox Exploder Breeder spawn cost reduced from 250 to 225 but rarity increased from 7 to 9 & max spawn count reduced from 2 to 1 - Rush Praetorian max spawn count reduced from 30 to 20 - Spawn interval of Elite Blobbers increased from 20 to 30 secs

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DL Blitz

by Zeta
CD2No enemy packsPubbableResupply By resupply count: 40 → 50

AuthorDoes DL Plus pacing feel just too slow for you? Well, introducing DL Blitz! A modified version of DL Plus which significantly reduces all wave intervals, as well as a few more pressuring features, forcing players to adapt a very fast playstyle.

Chart editorThe easier difficulty of the new series by Zeta (Blitz, Maelstrom, Helldive). It is fully pubbable and uses only vanilla enemies, except that the nexus spawn grunts instead of swarmers. Visual clarity has been improved with the removal of the elite enemies that were common in the previous versions of DW, DR, etc, but as a consequence the enemy composition lacks HVTs making waveclear builds very important. Blitz has a 50 nitra cost typical of other difficulties in this tier and moderate pacing while not being overly punishing.

This version’s notes (from the file, original language)

Does DL Plus pacing feel just too slow for you? Well, introducing DL Blitz! A modified version of DL Plus which significantly reduces all wave intervals, as well as a few more pressuring features, forcing players to adapt to a very fast playstyle. - Differences from DL Plus: - Spawn cap at 4p increased to 200 - 50% more max stationaries - Increased enemy count modifier on certain mission phases & extraction - Reduced the wave intervals for swarms, ambient waves & the common WS - Mobile enemies with large HP scaling now gain stun & fear resistance, as well as increased temperature thresholds (these modifiers will scale later in the harder diffs) - Enemies with small HP scaling now gain some fear resistance - +1 spawn count to both Praetorians & Bulks - Oppressors move 1.25x faster - -5 spawn cost to Praetorians - -10% spawn cost to Bulks - -50 spawn cost to Barragers & Vartoks - Grunt WS -> Common WS, now has a chance to spawn web, acid spitters or septics with grunts (v1.6 changes) - All enemies with small HP scaling now gain some fear resistance (same courage values as in Maelstrom)

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DL Blitz_v1.6

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DII Harbinger

by TheBrain
CD2No enemy packsPubbableResupply 50

AuthorDiablo Harbinger edition: Inspired by low diversity waves, these experimental variants cause the game to over-spawn a random descriptor which changes over time. You are warned about which descriptor is next by the appearance of a harbinger elite enemy.

Chart editorThis difficulty is perhaps the only one that managed to make the concept of low diversity waves challenging. Although it feels like a slightly harder Diablo II for the most part, there are a couple of enemy rolls (notably bulks and grabbers) that can be run-enders, and some others like praetorian or mactera rolls that can slow down the pacing a lot. In the style of Diablo and other diffs from Brain, it is fully pubbable and doesn't require any extra mods.

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DIIa8-H

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Into The Dark

by emctwo
CD2No enemy packsResupply Conditional — see rule

AuthorIt features a periodic day-night cycle, where the enemies get a lot more dangerous during the night. Red swarmers appear just before it gets dark.

Chart editorVery unique difficulty made thanks to the Darkness module in CD2. It doesn't have swarms, similar to Send It style diffs, but the concept of bright and dark illumination works in the same way: stay together during the night cycle and push during the day cycle. There are yellow and red swarmers that work as indicators that either the day or the night are coming.

This version’s notes (from the file, original language)

CLIENTS REQUIRE CD2. Into the Dark uses the diffulty with constant, fast waves and a day night cycle. During the day, few enemies spawn and light works mostly like normal, while at night most light sources stop working, more enemies spawn and things just become generally more dangerous.

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Into the Dark b07

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NB

by pH-JPEG
CD2Needs MEVResupply First 40, then 50

AuthorFaster paced version of ND.

Chart editorSame enemies as ND but with faster wave and swarm timers. NB feels quite similar to ND and is probably on the lower end of T5. A similar difficulty but slightly more challenging is NDS above.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV). Faster paced version of ND. Latest version: Brambles removed from SpecialEncounters and are returned to StationaryPool. Bramble TimeDilation 1->0.5. Stalkers are replaced with Beta Stalkers. Bulk SpawnSpread 16000->0 on Escort.

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CD2Needs MEV + DEAResupply First 40, then 50

AuthorHoxxes for the Grunts. A difficulty in-between ND and FC with a focus on Grunts.

Chart editorGrunt themed difficulty. The grunt ratio here is very pronounced and sticky driller will be working very hard, usually double dipping for flamethrower ammo depending on the mission. While the average pacing of this diff falls on the lower end of T5, it has a very dangerous enemy called the Gruntinator, a bulk that spawns grunt spawners, which if not killed quickly, will end the run.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV) AND DEA. HOXXES FOR THE GRUNTS. a10: RegenHealthPerSecond set to 6 s, RegenDelayAfterDamage set to 6 s. Gruntmoder TimeDilation 3->1.5, MaxSpawnCount 1->0. Gruntinator MaxSpawnCount 1->0. Gruntinator Grunters PiercingDamageMultiplier 0->1. Venusian 1 and Venusian 2 DamageMultiplier x2->x4. Big Bulk PiercingDamageMultiplier 0->0.5, Movement module 1.35->1.

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INFEST THE GRUNTS' NEST_a10

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Celestial

by MoonLightOri seu
CD2Needs MEV + DEAResupply By resupply count: 40 → 50

AuthorCelestial, shortened as CS, is a spin off of ND and the dial-down version of Interstellar with some interesting twists on modded enemies.

Chart editorThe middle difficulty of MoonLightOri's space trilogy (Astral, Celestial and Interstellar), it has fewer dangerous enemies than Interstellar with a pacing slightly harder than that of ND. Like Interstellar, the true gem of this difficulty is the very creative enemies it contains.

This version’s notes (from the file, original language)

REQUIRES CD2 beta 15 (UPDATED), MEV v5.4 AND DEA a05t2+. Recommended VEA. Celestial, shortened as CS, is a spin off of ND and the dial-down version of Interstellar with some interesting twists on modded enemies. v1.08: - Added CoopUseMultiplier (from Dave's difficulties setting). - Changed Swarmer Tunnel to spawn Sewer Rat -> Tunnel Slasher instead (Have the same amount of HP as White Slasher from Nexus). - Sun: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Moon: SpawnSpread has been reduced by 50%. - Elite WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Sentinel: Switched to the version without Goo carve attack. Also applies to Sentinels from Seeder. - Glyphid Arbalest/Lacerator/Banshee/Wrathbane: Can be ignited with 100 temp/ 50 douse temp. Reduced DifficultyRating slightly. - Glyphid Stalker: Damage output x1 -> 0.5. Reduce DifficultyRating slightly. - Line-Cutting Turret: Scale x1.4 -> x1.25.

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Celestial v1.08

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CD2Needs MEVResupply First 40, then 50

AuthorLunatic-Extra. Cave madness is all you've seen lately.

Chart editorOne of the swingiest difficulties ever, RNG will make or break your run. Nowadays Lx2 EX feels a bit outdated with no wavespawners and full enemy cap waves that can be challenging for lower end PCs. Although it could be in T6, its very low nitra cost (40 with a free first resupply) makes pacing a lot less important and keeps it in T5. Due to the fast bulks spawning in high numbers and the slow-resistant Crassus detonator, Escort missions present a true challenge in this difficulty.

This version’s notes (from the file, original language)

Lx2EX ECCOM'D ported to CD2. Original Description: Lx2EX, but modified to fit ECCOM OPERATIONAL's taste in difficulties. VEA is assumed on. Latest update: Alphabetized EnemyDescriptors.

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T6

These difficulties push the pacing requirement to the limit, with high nitra costs and dangerous constant wavespawners of many kinds of enemies. You will need very good fundamentals and coordination to beat these without bunkering. All mission types have been beaten with fire comp for all entries in this tier.

10 difficulties

FC

by pH-JPEG
CD2Needs MEV + DEAResupply First 40, then 60

AuthorFC, the harder version of ND created with CD2 in mind.

Chart editorThe poster child of T6. This difficulty is defined by the extreme pacing it requires, a high number of enemies, constant dangerous wavespawners of grunts and armored elites, lots of stationaries and a number of custom enemies from MEV and DEA. At a 60 nitra resupply cost dying to starvation is common in certain mission types, and because of this, FC is not very balanced for deep dives (the secondaries mess up the pacing) and if you want to do that, Penumbra below might be a better choice although with slightly relaxed pacing. Check also FE below, another fork of FC with some tweaks of the enemy pool.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV), DEA, AND NOGASSPITPRAET. FC, the harder version of ND created with CD2 in mind. b33: All Heartstone WaveSpawners spawn distance 20->30 m. Heartstone Shellbacks and Bulks moved to new 6th WaveSpawner that activates every 75 seconds and spawns 50 m away. Heartstone Bulks have a NoSpawnWithin of 30 m. Bulk NoSpawnWithin set to 25 m for Salvage. Heartstone Praetorian MaxSpawnCount 4->0. Heartstone Menace MaxSpawnCount 1->0. Heartstone Stalker MaxSpawnCount 4->2.

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FC_b33

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DR

by Zeta
CD2No enemy packsPubbableResupply Conditional — see rule

AuthorThe next evolution of DW. DW Plus enemies + OG Dreadnoughts, glyphid grenade spitters, superacid spitters, mactera cryo bombers, fireball menaces, nayaka fireballers, drone breeders & big crassus.

Chart editorAnother difficulty by Zeta that follows on the theme of being fully pubbable while adding a few more custom enemies than the ones previous tiers. It is probably the easiest T6 difficulty which makes it a good introduction to the pacing required to beat other diffs like Interstellar, FC, etc.

This version’s notes (from the file, original language)

The next evolution of DW. DW Plus enemies + OG Dreadnoughts, glyphid grenade spitters, superacid spitters, mactera cryo bombers, fireball menaces, nayaka fireballers, drone breeders & big crassus. Silent leeches now gain 2x speed. Increased wave intensity, increased spawn count modifier during extraction phases, there are now 5 custom wave spawners that now spawn grunt waves, elite grunts, elite mactera, a single elite barrier brundle & a barrier shooter wave, fireball spreader wave or a weak bulk periodically. b03: OG Dread spawn cost increased from 150 -> 200, Rarity decreased from 7 to 6, shell health reduced by 33.33%, main to shell health ratio is now 3:1. Elite grunt wave & elite mactera wave spawn distance reduced from 20m to 15m. Barrier shooter & fireball spreader wave spawn chance increased from 37.5% to 38.75%. Weak bulk wave spawn chance reduced from 25% to 22.5% & spawn count increased from 1 to 2.

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CD2No enemy packsPubbableResupply By resupply count: 40 → 60

AuthorA more intense version of DL Blitz. Waves are now even faster, as well as additional pressure waves being added.

Chart editorThe middle difficulty of the new series by Zeta (Blitz, Maelstrom, Helldive). It is fully pubbable and uses only vanilla enemies, except that the nexus spawn grunts instead of swarmers. Visual clarity has been improved with the removal of the elite enemies that were common in the previous versions of DW, DR, etc, but as a consequence the enemy composition lacks HVTs making waveclear builds very important. Maelstrom falls cleanly in T6 with a 60 nitra cost typical of this tier and wave and swarm timers comparable to FC / Interstellar.

This version’s notes (from the file, original language)

A more intense version of DL Blitz. Waves are now even faster, as well as additional pressure waves being added. - Differences from DL Blitz: - Resupply cost changed from 40/50 to 40/60 - Spawn cap at 4p increased to 240 - Enemies gain Haz 7 speed & attack cooldown modifiers - 65% more max stationaries compared to DL Plus - More intense extractions - Significantly reduced the wave intervals for swarms, ambient waves & the grunt WS - Enemies with small HP scaling will also gain stun resistance - Oppressors & Leeches now move 1.5x faster - +10% promotion chance to Grunts - +2.5% promotion chance to Oppressors - Grabbers now gain 1.35x more damage threshold - -10 spawn cost to Praetorians compared to DL Plus - Bulks now move 1.35x faster & -20% spawn cost - Added a Disruptive WS that spawn a few enemies from the disruptive pool periodically (v1.7 changes) - Reduced the stun cooldown for all modified small HP scaling enemies from 2 to 1 secs

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DL Maelstrom_v1.7

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Penumbra

by MoonLightOri
CD2Needs MEV + DEAResupply By resupply count: 40 → 60

AuthorPenumbra (previously named FCM), is a fork of Hazard FC (made by pH-JPEG) with various tweaks to reduce bad RNG and balance more around mission types and enemies. This tweak is done by MoonLightOri and will mainly base on the tweaks from Interstellar 4 player count and on fire comp in general. WARNING: THIS IS A SLIGHTLY TONED DOWN VERSION OF FC_B23, IT DOES NOT OFFER SIMILAR EXTREME HIGH PACING EXPERIENCE AS FC_B23.

Chart editorA fork of FC by MoonLightOri that adds plenty of QoL and balances the nitra for some mission types (notably sabo and some complexity 1 missions) and for deep dive secondaries. You are less likely to wipe due to cave RNG in Penumbra vs FC, but as advertised on the description, the pacing as a consequence is slightly relaxed and as a consequence it's a very good introduction to T6. My recommendation if you want to play an FC dive is, that unless the dive is one of the easy ones (such as morkite, eggs, PE or similar), give Penumbra a try.

This version’s notes (from the file, original language)

REQUIRES CD2 BETA 14, MORE ENEMY VARIANTS (MEV) AND DEA. Penumbra (Previously named FCM), is the *Modified* Hazard FC (made by pH-JPEG) with various tweaks to reduce bad RNG and balance more around mission types and enemies. This tweak is done by MoonLightOri and will mainly base on the tweaks from Interstellar 4 player count and on fire comp in general. WARNING: THIS IS A SLIGHTLY TONED DOWN VERSION OF FC_B23, IT DOES NOT OFFER SIMILAR EXTREME HIGH PACING EXPERIENCE AS FC_B23. v1.13: - Mini-Bulk spawns from the grunt wave spawner: MaxSpawnCount 2 -> 0.

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Penumbra v1.13

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Interstellar (IS)

by MoonLightOri seu
CD2Needs MEV + DEAResupply Conditional — see rule

AuthorInterstellar, renamed from INS (Insane), is a spin off of FC_b23 with some interesting twists on modded enemies, some of the enemies are inspired/taken from other difficulties.

Chart editorThe hardest of MoonLightOri's space trilogy (Astral, Celestial and Interstellar), this diff has the pacing of FC but its heart are the many custom enemies it contains, a testament to how powerful the enemy controls are in CD2 and to the creativity of the authors. There is a video showcasing all the new enemies here.

This version’s notes (from the file, original language)

REQUIRES CD2 beta update 15 (UPDATED), MEV v5.4 AND DEA_b02.1. Recommended VEA. Interstellar, shortened as IS, is a spin off of FC_b23 with some interesting twists on modded enemies. v1.11: - Anomaly/Warning Ban: Added Core Corruption into the Ban list. - Added CoopUseMultiplier (from Dave's difficulties setting). - Changed Swarmer Tunnel to spawn Sewer Rat -> Tunnel Slasher instead (Have the same amount of HP as White Slasher from Nexus). - Spy: Changed Burn and Freeze temperature from 999/-999 to 35/-50. Damage taken from Fire, Explosion, Cold, Corrosive and Electric changed from 0.1 to 0.3. Stun Duration x0 -> x0.5. Removed Health scaling by Player. - Sun: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Moon: SpawnSpread has been reduced by 50%. - Blimp: Missiles spawn interval 1s -> 1.5s. Airship Crewmate spawn on death 5/6/8/10 -> 3/4/5/6. Added Outlines. - Thugger: MaxJellies 20 -> 8. SpawnAmount 4 -> 2. However, Glyphid Thug HP has been increased from 0.05 -> 0.1. - Elite WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Mactera Carrier: Doesn't spawn when there's 0/1/2/3 -> 0/1/1/2 downed players. NoSpawnWithin 750 -> 1500. - Sentinel: Switched to the version without Goo carve attack. Also applies to Sentinels from Seeder. - Glyphid Arbalest/Lacerator/Banshee/Wrathbane: Can be ignited with 100 temp/ 50 douse temp. Reduced DifficultyRating slightly. - Glyphid Youngnoughts: Renamed into Glyphid Dreadlings. - Glyphid Stalker: Damage output x1 -> 0.5. Reduce DifficultyRating slightly. - Mactera Warden: DifficultyRating 135 -> 200. Rarity 7.5/5.5 -> 9/7. - Barrinator: Now banned in During Defend, Drillevator and Escort. Barrier Shooter spawn from Barrinator damage dealt x1.2 -> x1. - Sonic Detonator: Overall Movement Speed increased by 20%. Rarity 7.25 -> 6.5. However NoSpawnWithin 750 -> 1500, SpawnSpread 500 -> 2500 and Cooldown increased from 60s -> 150s. - Line-Cutting Turret: Scale x1.4 -> x1.25.

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Interstellar v1.11

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FE

by donnie emctwo
CD2Needs MEV + DEAResupply First 40, then 60

AuthorFE, a fork of FC_b23.

Chart editorA fork of FC with some tweaks related to some enemy spawns, but otherwise it plays and feels very similar to FC. Some of the changes such as the removal of sentinel encounters are a very welcome QoL change.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV) AND DEA. FE, a fork of FC_b23. Readded jellies, sentinels added to grunt wavecontroller, reduced spawnspread, removed from encounters. Sentinel Swarmers added to encounters (except escort)

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FE_b03

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Eclipse (Total)

by MoonLightOri seu
CD2Needs MEV + DEA + EEEResupply Conditional — see rule

AuthorThis is a Send it! + Interstellar with gradual Difficulty increase by time. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter. Do not enable mods that clean up the Gold Chunk as this will make the difficulty even more harder OR Drink gold-related beer that make difficulty easier. This difficulty will make sure you will be on a run with unlimited-and-lightweight waves coming at you.

Chart editorLike it says on the description this difficulty is a Send It! variation, meaning no swarms, and the only one of its kind in T6. It features a special mechanic where a boss bar on the screen will keep track of a threat meter with three different levels: the harder difficulty (Total Eclipse, T6) starts at 3 and ends at 5, and the easier version (Partial Eclipse, T5) starts at 1 and ends at 5. Each level reduces the wave timers and adds more dangerous enemies to spawn, but the players can prolong the duration of each level by depositing gold. While the optimal play is to do that to keep the threat level at 3 and 4 for as long as possible, gold-less runs are also possible as an extra challenge.

This version’s notes (from the file, original language)

REQUIRES CD2 beta 16a+ (Updated), MEV v5.4, DEA and EEE. Recommended VEA. This is a harder Send it! Interstellar with Gradual Difficulty increase (Start at Lv3) by time. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter. DO NOT ENABLE MODS THAT CLEAN UP THE GOLD CHUNK AS THIS WILL MAKE THE DIFFICULTY EVEN MORE HARDER OR HAVING BEER THAT BUFFS GOLD RATIO TO MAKE DIFFICULTY EASIER. A17: - Invincible Exploder: Renamed into Ebonite Exploder. Damage taken from all sources reduced by 99%, except Melee Attack damage increased Massively. Removed Immunity to Burning and Freezing.

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ECLIPSE - Total [A17]

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MS

by MoonLightOri
CD2No enemy packsPubbableResupply By resupply count: 40 → 50

AuthorElite Restriction Release made a HARDER ND-flavored difficulty using mostly Vanilla Assets, expect to see many new Elites spawn along the way. Partially inspired by zeta's Death Series.

Chart editorAn evolution of Ori's difficulties centered around Elites (see 6x2 EX ERR in T4), this difficulty has A LOT of stationaries together with very unforgiving wave timers. The required pacing is quite extreme and complicates missions in very open caves even with a moderate 50 nitra resupply cost. Like other similar diffs from Ori, this one is fully pubbable.

This version’s notes (from the file, original language)

EnemiesNoSync version, for Pubbing. REQUIRES CD2 B15+. Elite Restriction Release its ND-flavored difficulty but use mostly Vanilla Assets, expect to see many new Elites spawn along the way. Partially inspired by zeta's Death Series. Alpha 11: - Ossiran Scrab: Added to the Pool. MinSpawnCount reduced to 1, MaxSpawnCount 35, DifficultyRating 20, Rarity 5.125, SpawnAmountModifier 0.7. - Pit Jaw: DifficultyRating increased to 150, MaxSpawnCount 1, Rarity 5 and SpawnAmountModifier 0.5.

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LX Ultra

by von
CD2Needs MEV + DEAResupply By resupply count: 40 → 50 → 60

AuthorBasically FC + LX + some new enemies. Should be a bit harder than FC while still being reasonable.

Chart editorThis difficulty has the same base as FC minus the chances of instant swarms, some enemies removed (sharks, harvesters, big bulk on certain missions) and the mechanics from LX Revamped (T5): constant dreadnought spawns on a set timer and a recurrent phasebomb spawner. The difficulty will feel like a harder LX and bringing some weapon to kill the dreadnoughts quickly is advised, although they are ignitable so VB will also work.

This version’s notes (from the file, original language)

Harder version of LX. Requires CD2v17 and latest DEA and MEV. V10: Added Pitjaws to the stationary pool, Artillery Praets to the special enemy wavespawner, Scrabs spawn from nexuses.

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LX ULTRA [10]

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BD

by ajfish

AuthorWIP difficulty originally based on ND. Adds a variety of new enemies, mostly themed around terrain modification and area denial.

Chart editorDifficulty with some unique stationaries (and a lot of them), and high pressure due to two wavespawners that give a grunt wave + a mini normal wave on a periodic timer. It has many enemies centered around interaction with terrain, such as ranged enemies that spam platforms. The resupply nitra cost is moderate at 50, but still, the pacing is quite similar to FC and similar difficulties.

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T7

A step-up from T6 but generally still doable on all mission types consistently if some fire comp weapons are substituted for better alternatives. Combat pressure will be slightly harder and the missions will be more sensitive to cave layouts and general spawn RNG.

6 difficulties

DR Plus

by Zeta
CD2Needs MEV + DEA + EEEResupply Conditional — see rule

AuthorThe sequel to the original Death series. Uses V1 difficulties as a base, influenced by modern cave madness difficulties, especially Celestial & Interstellar.

Chart editorA harder version of Zeta's DR in T6, this one is NOT pubbable unlike all of the others. Quite similar to Insterstellar and similar diffs (base of FC + many new custom enemies) with some original enemy designs and slightly harder pacing than T6.

This version’s notes (from the file, original language)

**NOTE**: Both host & clients require CD2 Update 17, MEV v5.4, DEA b02.1 & EEE v1.5.4 **NOTE**: Only host requires NoGasSpitPraet.pak A significantly harder & more combat-intensive version of DR. Influenced by Interstellar Plus & LX Ultra. Beta 04: - Removed Fire Praetorians, Rush Praetorians, Laser Shooters, Grunt Blobbers, Naedocyte Seeders, Acid Bombers, Cryo Bombers, Battle Blimps, Big Bulks, Radiation Bombers, Energy Cores, Mini-Patrol Bots, Electrical Bulks & George from the enemy pool - Removed global Stabber Vines from the stationary pool - Removed Brendles, Flamdles, Breachers, Banshees, Radnoughts & Fire Youngnoughts from WS but added Ice Arbalests to Dread WS - 90% chance to have a 90-110 to 90-100 swarm timer - 33.3% chance to have a 150-180 to 140-160 normal wave timer - Removed Goo & Carve from regular Sentinels, reduced their spawn spread distance from 30m to 5m & now inherit the speed boost when damaged (1.35x speed) feature from the now removed Rush Praetorians - Reduced Stalker's damage dealt by 16.7% but reduced its spawn cost from 90 to 80 - Reduced spawn cost of both Lacerators & Arbalests by 10% - Replaced Tunnel Rats with Tunnel Slashers (synchronized with Interstellar v1.11) - Increased Hatched Rat's health by 40% & its damage by 100%, added a 0.35x stun duration & raise temp threshold to Grunt levels - Increased spawn cost of Fireball Spreaders from 80 to 90 - Reduced spawn cost of Shellbombers by 10% - Reduced spawn cost of Naedocyte Interlopers by 20% - Reduced Line-Cutting Turrets size by ~11% (synchronized with Interstellar v1.11) - Spitscreeners now shoot single Barriers instead of triple bursts, changed its default attack speed from 0.667 to 1x & reduced their spawn cost from 225 to 175 - Increased Mactera Warden Bomber spawn cost from 135 to 175 & its rarity from 5.5 to 5.625 - Reduced Mactera Disruptor's health by ~33%, increased their min respawn time from 20 secs to 30 secs but now gains fear immunity & 1.25x time dilation - Increased Fast-Bulk's spawn spread from 5m to 25m, reduced their rarity from 7 to 6.5 & increased its spawn cooldown from 60 secs to 90 secs - Increased the Fireball Menace's rarity from 5.5 to 5.625 - Recolored WS Sentinels & Crawlers with Seeder Sentinel & silver materials respectively - Increased the spawn count of the Sentinel-Crawler wave from 5 to 7 & reduced the WS Sentinel's damage by 25% - Recolored Bayonet's armor materials to match ENND's version - Reduced Tox Spreader's impact damage by 20% - Removed strafe speed buff, lowered turning speed on Sharpshooters from 2x to 1.5x & their damage by 10% - Rogue Cores now only reduce affected enemies' stun duration by 65% instead of making them immune to stun & their spawn spread by 50%; removed the attack damage & turn angle buff - Reduced Signal Jammer's spawn spread by 50% - Reduced the Dread WS spawn interval from 60-90 to 60-75 secs

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CD2No enemy packsPubbableResupply By resupply count: 40 → 60

AuthorThe hardest DL variant of the series. Designed for the most seasoned veterans out there.

Chart editorThe harder of the new Zeta series (Blitz, Maelstrom, Helldive), this difficulty is the spiritual successor of DR. It is fully pubbable and uses only vanilla enemies, except that the nexus spawn grunts instead of swarmers. Visual clarity has been improved with the removal of the elite enemies that were common in the previous versions of DW, DR, etc, but as a consequence the enemy composition lacks HVTs making waveclear builds very important. An interesting mechanic built into the difficulty is that the base enemy speed is Hazard 8 and keeps increasing with every resupply called, making kiting very hard at the end of long mission types.

This version’s notes (from the file, original language)

The hardest DL variant of the series. Designed for the most seasoned veterans out there. - Differences from DL Maelstrom: - Spawn cap at 4p increased to 300 - -50% health regeneration - Enemies gain Haz 8 speed & attack cooldown modifiers - 80% more max stationaries compared to DL Plus - Further increased enemy count modifier on certain mission phases & extractions - Significantly reduced the wave intervals for swarms, ambient waves & the grunt WS - Large HP scaled enemies have become immune to fear; other enemies gain further stun & fear resistance - Another +10% promotion chance to Grunts - Another +2.5% promotion chance to Oppressors - Grabbers now gain 1.65x more damage threshold - -15 spawn cost to Praetorians compared to DL Plus - -30% spawn cost to Bulks - Added sentinels & crawlers into the Common WS - Added a 2nd Disruptive WS that spawn even more dangerous HVTs - Tighter spawn intervals between all the WS - All WS no longer pauses when atleast 1 player is downed nor do they increase spawn intervals during certain pressure waves (v1.7 changes) - Increased the min-max stun cooldown for all modified small HP scaling enemies from 1-2 to 2-3 secs

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DL Helldive_v1.7

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Dave's Combo

by David
CD2No enemy packsPubbableResupply Conditional — see rule

AuthorDave's Triple plus two extra wavespawners.

Chart editorA pubbable difficulty from David, the base of which is his Dave's Triple but with two wavespawners that act as extra pressure. Where difficulties would normally add pressure with enemies such as grunts or mactera shooters, these wavespawners pull from the whole pool and end up being quite unpredictable as a result; in addition, the smaller of the waves has a 15 second interval which is really fast even for send-it-style difficulties, and pushes the pacing in anything that's not mining/eggs/PE to the maximum. A particular challenge in this difficulty are refinery missions and escort refuels.

This version’s notes (from the file, original language)

--------------- Version: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * *** Host requires CD2 update 18 or newer *** * * * * * * * * * * * * * * * * * * * * * * * * * * * Everything from Dave's Triple, plus: ------------------------------------ - 2 additional wavespawners that are always active and pull from the full enemy pool - 10 difficulty, 15 second interval, 4 locations - 300 difficulty, 120 second interval, 2 locations 3.72: ---- - Activated 2 main wavespawners on HE

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Dave's Combo V3.72

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LX Pro

by von
CD2Needs MEV + DEAResupply By resupply count: 40 → 50 → 60

AuthorHarder version of LX Ultra.

Chart editorA harder version of LX Ultra in T6, this difficulty is practically the same except the wavespawners are faster and it includes some new custom enemies, while retaining the weak dreadnought and bulk pressure waves. Single target on Engi or Gunner is recommended.

This version’s notes (from the file, original language)

Harder version of LX Ultra. Requires CD2v17 and latest DEA and MEV. V09: Removed Big Bulk from RGB shellback spawning during salvage uplinks/refuels.

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LX Pro [09]

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Interstellar PLUS

by MoonLightOri seu
CD2Needs MEV + DEAResupply Conditional — see rule

AuthorA harder version of T6 Interstellar.

Chart editorInterstellar but with some enemy tweaks that makes it harder, while keeping the same nitra cost. The wave timers are faster than in T6 and as a result the longer missions such as 3 mule salvage, refinery, escort, etc. will prove a nitra management challenge. The combat itself is also harder, and with many constant normal and Elite enemy spawns, the difficulty will feel like Send It! at times.

This version’s notes (from the file, original language)

REQUIRES CD2 beta update 15 (UPDATED), MEV v5.4 AND DEA b02.1. Recommended VEA. Interstellar, shortened as IS, is a spin off of FC_b23 with some interesting twists on modded enemies. This is the PLUS version which has some changes that increases the difficulty further. v1.11: - Anomaly/Warning Ban: Added Core Corruption into the Ban list. - Added CoopUseMultiplier (from Dave's difficulties setting). - Changed Swarmer Tunnel to spawn Sewer Rat -> Tunnel Slasher instead (Have the same amount of HP as White Slasher from Nexus). - Spy: Changed Burn and Freeze temperature from 999/-999 to 35/-50. Damage taken from Fire, Explosion, Cold, Corrosive and Electric changed from 0.1 to 0.3. Stun Duration x0 -> x0.5. Removed Health scaling by Player. - Sun: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Moon: SpawnSpread has been reduced by 50%. - Blimp: Missiles spawn interval 1s -> 1.5s. Airship Crewmate spawn on death 5/6/8/10 -> 3/4/5/6. Added Outlines. - Thugger: MaxJellies 20 -> 8. SpawnAmount 4 -> 2. However, Glyphid Thug HP has been increased from 0.05 -> 0.1. - Elite WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Mactera Carrier: Doesn't spawn when there's 0/1/2/3 -> 0/1/1/2 downed players. NoSpawnWithin 750 -> 1500. - Sentinel: Switched to the version without Goo carve attack. Also applies to Sentinels from Seeder. - Glyphid Arbalest/Lacerator/Banshee/Wrathbane: Can be ignited with 100 temp/ 50 douse temp. Reduced DifficultyRating slightly. - Glyphid Youngnoughts: Renamed into Glyphid Dreadlings. - Glyphid Stalker: Damage output x1 -> 0.5. Reduce DifficultyRating slightly. - Mactera Warden: DifficultyRating 135 -> 200. Rarity 7.5/5.5 -> 9/7. - Barrinator: Now banned in During Defend, Drillevator and Escort. Barrier Shooter spawn from Barrinator damage dealt x1.2 -> x1. - Sonic Detonator: Overall Movement Speed increased by 20%. Rarity 7.25 -> 6.5. However NoSpawnWithin 750 -> 1500, SpawnSpread 500 -> 2500 and Cooldown increased from 60s -> 150s. - Line-Cutting Turret: Scale x1.4 -> x1.25.

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Interstellar PLUS v1.11

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MSX

by MoonLightOri
CD2No enemy packsPubbableResupply By resupply count: 40 → 50 → 50 → 60

AuthorElite Restriction Release made a HARDER ND-flavored difficulty using mostly Vanilla Assets, expect to see many new Elites spawn along the way. Partially inspired by zeta's Death Series.

Chart editorThe harder version of MS in T6, this difficulty has a lot of stationaries together with quick wave timers. The required pacing is quite extreme and complicates missions in very open caves even with a moderate 50 nitra resupply cost. Like the other elite based diffs from Ori this one is fully pubbable.

This version’s notes (from the file, original language)

EnemiesNoSync Version, for Pubbing. REQUIRES CD2 B15+. Elite Restriction Release made its HARDER ND-flavored difficulty but use mostly Vanilla Assets, expect to see many new Elites spawn along the way. Partially inspired by zeta's Death Series. Alpha 11: - Ossiran Scrab: Added to the Pool. MinSpawnCount reduced to 1, MaxSpawnCount 35, DifficultyRating 20, Rarity 5.125, SpawnAmountModifier 0.7. - Pit Jaw: DifficultyRating increased to 150, MaxSpawnCount 1, Rarity 5 and SpawnAmountModifier 0.5.

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T8

This tier contains difficulties that are very hard on average, doable consistently on the easiest mission types and a real challenge on the harder ones (Refinery, Escort, Salvage, 8 Eggs). The pressure waves will be constant, room breaches will require lots of patience and skill due to the very dangerous stationaries (nuke barragers, spitwallers, spawners of all kinds and many more) and normal fire comp will be stretched very thin and alternatives that are biased towards better AoE clear will be easier: sludge, gamma, neuro nades, CT, ECR or MCAO are a few of the weapons that are a common sight here.

5 difficulties

CD2Needs MEV + DEA + EEEResupply Conditional — see rule

AuthorA difficulty themed around crawlers.

Chart editorAlmost everything spawns crawlers: nexus, breeders, the monkey cannon (!), swarmer tunnels, eggs. They spawn during waves and swarms and you will never stop seeing them. This diff is playable with fire comp but the role of Driller is quite tough since crawlers will just jump over sticky. One of its quirks is that the stationary phase is tougher than in other diffs so some mission types will naturally be harder, especially refinery and escort. Tip: think very hard before popping a nexus or triggering a swarmer tunnel, especially if you are alone, and try to call it over comms. The difficulty has not been balanced for 64 aggro bitfix and the author's recommendation is to play it with the 32 vanilla aggro.

This version’s notes (from the file, original language)

A difficulty themed around crawlers, with ND as the base difficulty, but scaled to tier 6.5 (based on Von's tiering system). MEV, DEA, EEE required. Not recommended to play with 64 aggro cap. Recommended to play with a mod that minimizes crawler puddles. Thought Process: When I first started playing modded DRG, I used to play with pH-JPEG and crew. The most enjoyable sessions we had were when we felt like we were against the longest of odds, but through good coordination, and good teamwork, we overcame seemingly insurmountable odds and came out victorious. Eventually, things started to feel more routine, and I attribute that to the static movement style of default DRG. Grunts and company move in a very predictable pattern as do mactera, so fire comp, as much as it encourages movement, also began to feel boring. Especially when most of the swarm/waves/wave timers are mostly grunts. Mop them up and move on. It left me wanting to find a new style of cave madness, vary the movement, require more from the player to overcome and improve from a movement perspective. Enter monke. There is a 6x2EX Monke Edition floating around out there somewhere as an earlier proof of concept, but I think this difficulty provides a significant challenge to even the most coordinated teams to overcome. Monke also forces traditional fire comp teams to work beyond the 'lay sticky, run through sticky' mentality, and improve their game. Build variety is encouraged, but teamwork is a must. Voice chat is almost a necessity because the punishment for being out of position is severe. I think this difficulty captures the original feeling of when I fell in love with the game. Absolute chaos, but with a few memes. The most important thing is having fun. Feature List: - All warnings, mutators banned except parasites, cave leech cluster, swarmageddon - Stackable dwarves in the space rig - 40/50 standard resup cost, 40 flat in sabo, 20/50 in deep dives for pacing - Deep Scan, Escort, and Sabotage have been scaled back from a stationary, and encounter standpoint compared to the rest to make it not feel like tier 7 - Resup notifications when one is available - ND timers - Fat waves - THE FAT WAVE - 80% chance hyper diverse waves, 20% just one or two enemy type waves - Stationaries added Nukeballer, Penta Nukeballer, Monkey Baller, Monkey Barrager, Fat Cave Leech, Korloks, Stabber Vines - Enemies added Diddy Kongs, Donkey Kongs, Bloon Tower Defenses (whales that spawn either fast sentinels or turbo menaces), Monkeypox Breeders (whales that spawn Diddy Kongs), George, Fast Nemesis - Extraction Hell (see wave spawner for extraction) - Everything that can spawn something spawns a monke, try a swarmer tunnel for a demonstration - Silicate harvester wave spawner (thank Yo) Credits: I'd like to thank everyone who helped me test this as well as anyone who had input. I'll try to be specific: - Von (tester) - Yo (tester) - Fayree (tester) - Cass (tester) - Marian (tester) - SecondVerse (tester) - Aynush (tester) - Cez (tester) - Dahl (tester) - Darth Syphilis (tester) - Fresca Insalata (tester) - Gabriel (tester) - haslem (tester) - joanlamrack (tester) - mel (tester) - Nad (tester) - SimonM (tester) - temp (tester) - pH-JPEG (sensei and ND developer) - Donnie Danko (creator of DEA) - glyphid_teleporter (creator of EEE) - Creator of MEV (?) I'm definitely missing a few here, and I apologize if you are one of them. Ultimately, we stand on the shoulders of those who came before us, and we have help from our friends along the way. Team up with your friends. Coordinate. Do the impossible. The real cave madness is the friends we made along the way. It's late I need to go to bed, ggs.

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San Bruno Primate Shelter

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ENND

by Enn
CD2Needs MEV + DEA + EEEResupply First 40, then 55

AuthorA harder version of FC_b23 with additional enemies.

Chart editorA difficulty from Enn that represents a considerable step-up from T7. At its base the enemy composition is quite unique with a spam of low and mid hp enemies such as grunts and a ton of spitter variants from MEV and DEA; on top of that it contains a few independent wavespawners with some less common enemies like electric praetorians, ebonites and more custom enemies.

This version’s notes (from the file, original language)

REQUIRES MORE ENEMY VARIANTS (MEV), DEA and EEE. A fork of FC_b23 which throws almost every enemy variant on top of some custom ones at you

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ENND v1.76

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Interstellar EXTRA

by MoonLightOri
CD2Needs MEV + DEA + EEEResupply By resupply count: 40 → 50 → 60

AuthorInterstellar, shortened as IS, is a spin off of FC_b23 with some interesting twists on modded enemies. This is the EXTRA version which is based off Plus edition include changes to make this difficulty even more harder.

Chart editorThe hardest version of MoonLightOri's Interstellar, this one contains all the previous enemies found in the precursor difficulties while adding a few more on top. The pressure due to the variety of very fast wave spawners is extreme and most missions will prove a nitra management challenge. The full list of changes is in the linked repo.

This version’s notes (from the file, original language)

REQUIRES CD2 beta update 17 (updated), MEV v5.4, DEA b02.1+ AND EEE 1.5.4 (new). Recommended VEA. Interstellar, shortened as IS, is a spin off of FC_b23 with some interesting twists on modded enemies. This is the EXTRA version which is based off Plus edition include changes to make this difficulty even more harder. v1.07: - Revert change about WaveInterval and NormalWaveInterval back to v1.04 version. - Anomaly/Warning Ban: Added Core Corruption into the Ban list. - Added CoopUseMultiplier (from Dave's difficulties setting). - Changed Swarmer Tunnel to spawn Sewer Rat -> Tunnel Slasher instead (Have the same amount of HP as White Slasher from Nexus). - Spy: Changed Burn and Freeze temperature from 999/-999 to 50/-50. Damage taken from Fire, Explosion, Cold, Corrosive and Electric changed from 0.1 to 0.3. Stun Duration x0 -> x0.5. - Sun: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Mars: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Moon: SpawnSpread has been reduced by 50%. - Blimp: Missiles spawn interval 1s -> 1.5s. Airship Crewmate spawn on death 10 -> 6. Added Outlines. - Thugger: MaxJellies 20 -> 8. SpawnAmount 4 -> 2. However, Glyphid Thug HP has been increased from 0.05 -> 0.1. - Elite WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Mactera Carrier: Doesn't spawn when there's 3 -> 2 downed players. NoSpawnWithin 750 -> 1500. - Sentinel: Switched to the version without Goo carve attack. Also applies to Sentinels from Seeder. - Glyphid Arbalest/Lacerator/Banshee/Wrathbane: Can be ignited with 100 temp/ 50 douse temp. - Glyphid Youngnoughts: Renamed into Glyphid Dreadlings. - Glyphid Stalker: Damage output x1 -> 0.5. Reduce DifficultyRating slightly. - Mactera Warden: DifficultyRating 135 -> 200. Rarity 5.5 -> 6.5. Reduced chance to spawn Mactera Warden in WS. - Barrinator: Now banned in During Defend, Drillevator and Escort. Barrier Shooter spawn from Barrinator damage dealt x1.2 -> x1. - Sonic Detonator: Overall Movement Speed increased by 20%. Rarity 7.25 -> 6.5. However NoSpawnWithin 750 -> 1500, SpawnSpread 500 -> 2500 and Cooldown increased from 60s -> 150s. - Line-Cutting Turret: Scale x1.4 -> x1.25. - Glyphid Artillery: Replaced projectile from Arbalest's Mine into Hiveguard's Fireball. Reduced DifficultyRating. - Invincible Exploder: Renamed into Ebonite Exploder. Damage taken from all sources reduced by 99%, except Melee Attack damage increased Massively. Removed Immunity to Burning and Freezing. Reduced DifficultyRating slightly. - Spitwaller: AttackDamageMultiplier x0.65 -> x1.

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Interstellar EXTRA v1.07

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Eclipse (Unrestricted)

by MoonLightOri seu
CD2Needs MEV + DEA + EEEResupply Conditional — see rule

AuthorRecommended VEA. This is a Spicy version of Send it! Interstellar with Gradual Difficulty increase (Start at Lv5) by time and add 4 more levels (Only increase stats) after Lv5. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter.

Chart editorThis version of Eclipse starts at the maximum level from the get-go and it even scales past that. Very tough combat from the very beginning of the mission, the players will need to master "send it" style pacing very well to succeed even in short missions. Of course, longer missions like salvage or refinery will pose a true challenge.

This version’s notes (from the file, original language)

REQUIRES CD2 beta 16a+, MEV v5.4, DEA and EEE (New Requirement). Recommended VEA. This is a Spicy version of Send it! Interstellar with Gradual Difficulty increase (Start at Lv5) by time and add 4 more levels (Only increase stats) after Lv5. Each 50 Golds in Deposit Bank will recover 90s of Threat Meter. DO NOT ENABLE MODS THAT CLEAN UP THE GOLD CHUNK AS THIS WILL MAKE THE DIFFICULTY EVEN MORE HARDER OR HAVING BEER THAT BUFFS GOLD RATIO TO MAKE DIFFICULTY EASIER. A10: - Invincible Exploder: Renamed into Ebonite Exploder. Damage taken from all sources reduced by 99%, except Melee Attack damage increased Massively. Removed Immunity to Burning and Freezing.

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ECLIPSE - Unrestricted [A10]

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T9

The sub 1% winrate category.

5 difficulties

Phantasm

by pH-JPEG
CD2No enemy packsPubbableResupply First 0, then 40

Author??

Chart editorSome say this diff was born of all the bad ideas that came up during the development of Lx2 and Lx2 EX. If you are brave enough to start a Phantasm mission you will immediately notice some really unfair enemies followed by your fps dropping to single digits, courtesy of the 960 (!) 4p enemy cap. Good luck.

This version’s notes (from the file, original language)

For a long time, a CD1 difficulty known as Phantasm was rumored to exist. Hypothetically, if it did exist, it would be all of the bad ideas of Lx2 and Lx2EX that didn't work put in one difficulty and then some more. Cave madness. This is a CD2 port, Season 5 updated imagining of that difficulty if it hypothetically existed.

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Hypothetically-existing difficulty known as Phantasm

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CD2Needs MEV + DEA + EEE + YoMAMAResupply Conditional — see rule

AuthorA fork of StoneMason's San Bruno Primate Shelter with the aim of Cavemadnessing it even further while somehow retaining playability.

Chart editorAnother crawler difficulty based on San Bruno above. KONG keeps most of the San Bruno features like the extreme pacing, the neverending crawlers and the very dangerous stationaries while adding even more custom enemies on top. Unlike San Bruno, KONG has been balanced with 64 aggro bitfix from the start and it should feel considerably easier if playing with vanilla aggro. Fire comp starts to be on its limits here and some weapon alternatives like sludge and tempshock will make your life easier.

This version’s notes (from the file, original language)

K.O.N.G. - Kingdom Of Nocturnal Gorillas, is originally based on StoneMason's San Bruno Primate Shelter. CD2 v18+, MEV, DEA, EEE, YoMAMA required. CustomCD2SFXv2 or newer is recommended but not needed to run the difficulty.

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KONG - B15

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Nightmares

by math.h
CD2Needs MEV + DEA + EEEResupply By resupply count: 20 → 60

AuthorHighly experimental difficulty. Pure chaos, unexpected deaths, debuff stacks, high diversity, high wave frequency. good luck

Chart editorA difficulty with a file so long that the author started to develop their own enemy expansion mod (EEE) to make it fit in CD2. Thanks to the power of blueprints, the enemies you will see here are unique among all the other difficulties in this chart: enemies that teleport players and other enemies, bulks that multiply into more bulks when killed, invisible HVTs and a long etcetera. Most of them are really unfair, and coupled with low wave timers and non-stop spawns, even 200 morkite missions pose a real challenge. If you want to get ahold of the difficulty file you will have to grab it in the author's lobby, as it's updated very often. Videos of Nightmares action can be found in Phantom's channel.

This version’s notes (from the file, original language)

v0.24

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Nightmares

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CD2Needs MEVPubbableResupply Conditional — see rule

AuthorDifficulty with a billion enemies scaled to hazard 11+ standards. The worst outcome of the west and the east. MEA is recommended for a good experience.

Chart editorA difficulty with the pacing of T6 but with enemy resistances and damage scaled well beyond what's reasonable. In the words of the author, "designed to be the worst possible thing".

This version’s notes (from the file, original language)

Final;Destination MEV Version. Designed to be the hardest possible thing.

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H.E.L.L.

by Hayang
CD2No enemy packsPubbableResupply Conditional — see rule

AuthorExtremely well balanced bullshit. Seriously though, don't play this if you are sane. Scaled madness with extreme enemy spawns.

Chart editorIf Final Destination above is not hard enough for you... H.E.L.L. is another special from Hayang which is even harder.

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Hayang’s EverLasting Legacy

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Chart changelog
  • 7-Apr-2025: First version
  • 8-Apr-2025: Moved Dave's Double to T3, DR to T6, new description for Myriad Main, added Hazard 6 to T1, added Hazard Iota to T3, added Mighty Mactera and Prodding Praetorians to T2, added a "Designed For Solo" column, added ROCKPOCALYPSE to T2, added Slasher Dasher to T2.
  • 12-Apr-2025: Added FD to T7.
  • 23-Apr-2025: Changed FD in T7 to Final Destination, moved DII Harbinger to T5.
  • 16-May-2025: Moved Slasher Dasher and Send It! to T3, moved Send It! Type R to T4. Added 6x2 EX ERR to T4.
  • 24-May-2025: Added Final Destination and H.E.L.L. to T7, added Hazard 5a to T2, added Ghosts to T5. Added a column with comments for each diff.
  • 14-Jun-2025: Added Interstellar Plus to T6.
  • 21-Jun-2025: Added Tier 6.5. Moved DR from T6 to T6.5. Added MS/MSX to T6.5. Added BD to T6.
  • 24-Jun-2025: Moved MS to T6. Moved Interstellar PLUS to T6.5.
  • 6-Jul-2025: Added 6x2:Re to T2. Added a tab with a simplified view of the chart.
  • 29-Jul-2025: Moved San Bruno Primate Shelter to T6.5.
  • 12-Sept-2025: Moved DR to T6, added Partial Eclipse to T4, added Total Eclipse to T6, added LX Ultra to T6.
  • 25-Sept-2025: Removed DW Plus from T4, added DP to T5, added Eclipse (unrestricted) to T6.
  • 2-Dec-2025: Added Dave's Combo to T6.5 and Dave's Special to T5.
  • 23-Dec-2025: Added KONG and ENND to T6.5.
  • 8-Feb-2026: Split T6.5 in two new tiers: T7 and T8. Added Interstellar EXTRA to T8. Added LX Pro to T7. Moved DR to T5. Added DR Plus to T6.
  • 31-May-2026: Moved DR to T6 and DR Plus to T7.
  • 20-Jun-2026: Moved Eclipse (partial) to T5.
  • 27-Jun-2026: Moved KONG to T9.
  • 4-July-2026: Moved ENND to T8, added DL_Blitz to T5, added DL_Maelstrom to T6, added DL_Helldive to T7.

Difficulties and codes belong to their authors; this site only collects the original files. For the mods you need, see Getting started with CD2.