Jagged Alliance 3

Jagged Alliance 3

Custom Settings [abandoned]
 This topic has been pinned, so it's probably important
Tobias  [developer] Jul 27, 2023 @ 8:52am
Advanced Settings
Satellite.MilitiaTrainingThreshold
Description: When the sector militia training progress hits this threshold, 'MilitiaUnitsPerTraining' militia units are added to the sector.
Value: 3500
Scale: 1

Satellite.MilitiaUnitsPerTraining
Description: Number of militia units that are trained simultaneously
Value: 4
Scale: 1

Satellite.MercArrivalTime
Description: The time it takes for a hired merc to arrive to Grand Chien.
Value: 129600
Scale: h

EnvEffects.RainJamChanceMod
Description: weapon jam chance modifier in rain
Value: 100
Scale: %

EnvEffects.DarknessCTHPenalty
Description: sight penalty (as % of base value) for seeing units in dark or difficult to see locations
Value: -20
Scale: %

EnvEffects.RainMishapMinChance
Description: maximum resulting mishap chance for the rain effect
Value: 3
Scale: %

EnvEffects.SightHeightDiffMod
Description: sight penalty (as % of base value) for seeing units on higher ground
Value: -15
Scale: %

EnvEffects.DustStormGrazeChance
Description: sight modifier in fog
Value: 25
Scale: %

EnvEffects.FireStormSightMod
Description: sight modifier in firestorm
Value: -10
Scale: %

EnvEffects.DarknessSightMod
Description: sight penalty (as % of base value) for seeing units in dark or difficult to see locations
Value: -10
Scale: %

EnvEffects.DustStormUnkownFoeDistance
Description:
Value: 9600
Scale: voxelSizeX

EnvEffects.BrushSightMod
Description: sight penalty (as % of base value) for seeing units in tall grass or brush
Value: -15
Scale: %

EnvEffects.RainNoiseMod
Description: noise modifier during rain
Value: -50
Scale: %

EnvEffects.FogGrazeChance
Description: sight modifier in fog
Value: 25
Scale: %

EnvEffects.DustStormCoverCTHPenalty
Description: chance to hit modifier in fog
Value: -5
Scale: %

EnvEffects.FogUnkownFoeDistance
Description:
Value: 9600
Scale: voxelSizeX

EnvEffects.RainMishapMaxChance
Description: maximum resulting mishap chance for the rain effect
Value: 75
Scale: %

EnvEffects.DarknessDetectionRate
Description: sight penalty (as % of base value) for seeing units in dark or difficult to see locations
Value: -30
Scale: %

EnvEffects.FogSightMod
Description: sight modifier in fog
Value: -30
Scale: %

EnvEffects.RainMishapMultiplier
Description: multiplier applied to mishap chance under heavy rain
Value: 200
Scale: %

EnvEffects.SightHeightDiffThreshold
Description: minimum height difference (in voxels) a unit should be above another for SightHeightDiffMod to apply
Value: 10
Scale: 1

EnvEffects.DustStormSightMod
Description: sight modifier in duststorm
Value: -10
Scale: %

EnvEffects.RainConditionLossMod
Description: weapon condition loss modifier during rain
Value: 100
Scale: %

EnvEffects.DustStormMoveCostMod
Description: move cost modifier in duststorm
Value: 30
Scale: %

EnvEffects.RainAimingMultiplier
Description:
Value: 100
Scale: %

UnitMoveSpeed.MercCrouchStance
Description: Mercenaries exploration mode movement speed in crouch stance.
Value: 2400
Scale: 1

UnitMoveSpeed.MercStandingStance
Description: Mercenaries exploration mode movement speed in standing stance.
Value: 4800
Scale: 1

UnitMoveSpeed.MercProneStance
Description: Mercenaries exploration mode movement speed in prone stance.
Value: 800
Scale: 1

Weapons.ItemConditionUsed
Description: The minimum condition for used keyword.When weapon's Condition is below this value it has a chance to jam.
Value: 70
Scale: 1

Weapons.BurstFireConeWidthMod
Description:
Value: 33
Scale: %

Weapons.DegradePerShot_Mortar
Description: Amount of Condition lost per shot.
Value: 15
Scale: 1

Weapons.JamConditionLossMin
Description: The minimum condition loss a weapon can incur if the skill check for unjamming fails.
Value: 3
Scale: 1

Weapons.OvershootMinDist
Description: minimum amount of overshoot at 10 tiles
Value: 900
Scale: m

Weapons.ItemConditionExcellent
Description: The minimum condition for excellent keyword
Value: 95
Scale: 1

Weapons.DegradePerShot_GrenadeLauncher
Description: Amount of Condition lost per shot.
Value: 8
Scale: 1

Weapons.ItemConditionBroken
Description: The minimum condition for broken keyword
Value: 0
Scale: 1

Weapons.DegradePerShot_RocketLauncher
Description: Amount of Condition lost per shot.
Value: 15
Scale: 1

Weapons.DoubleBarrelDamageBonus
Description:
Value: 50
Scale: 1

Weapons.UpgradeScrapParts
Description: The number of parts (inventory item) that will be created when scrap each weapon upgrade.
Value: 2
Scale: 1

Weapons.ShotgunCollateralDamage
Description:
Value: 50
Scale: 1

Weapons.PointBlankRange
Description: in tiles
Value: 4
Scale: 1

Weapons.JamConditionLossDivisor
Description: The number by which the condition loss is divided by when the skill check of unjamming fails.
Value: 3
Scale: 1

Weapons.LootConditionRandomization
Description: The condition randomization with +/- that number when generate loot item.
Value: 30
Scale: 1

Weapons.JamFixNumSafeAttacks
Description: number of attacks during which the weapon cannot jam again after being unjammed
Value: 2
Scale: 1

Weapons.JamConditionLossMax
Description: The maximum condition loss a weapon can incur if the skill check for unjamming fails.
Value: 16
Scale: 1

Weapons.CriticalDamage
Description: When an attack crits it adds Weapons's Damage x CriticalDamage% ADDITIONAL damage. Without damage Variance.
Value: 50
Scale: %

Weapons.OvershootMaxDist
Description: maximum amount of over at 10 tiles
Value: 1400
Scale: m

Weapons.ItemDegradationCounter
Description: Uses before the item degradation (like planks in armor ) for the items generated from loot.
Value: 5
Scale: 1

Weapons.DegradePerShot
Description: Amount of Condition lost per shot.
Value: 1
Scale: 1

Weapons.ItemConditionPoor
Description: The minimum condition for poor keyword
Value: 1
Scale: 1

Weapons.ItemConditionNeedsRepair
Description: The minimum condition for needs repair keyword
Value: 40
Scale: 1

Weapons.BurstDamageBonus
Description: Bonus damage when using Burst Fire.
Value: 50
Scale: %

StatGaining.PerStatCDMin
Description:
Value: 86400
Scale: h

StatGaining.MilestoneAfterMaxIncrement
Description: Amount to increment the required XP after each point acquired after Level 10.
Value: 100
Scale: 1

StatGaining.MilestoneAfterMax
Description: The XP required to accumulate to gain a Point after Level 10.
Value: 2000
Scale: 1

StatGaining.BonusToRoll
Description:
Value: 30
Scale: %

StatGaining.PointsPerLevel
Description: Split evenly throught the XP% of the level.
Value: 5
Scale: 1

StatGaining.PerStatCDMax
Description:
Value: 216000
Scale: h

BoredBanterCD
Description: The cooldown between bored banters measured in days.
Value: 4
Scale: 1
default_value: 3

BoredBanterMinHiredSince
Description: The minimum amount of days since which the merc has been hired.
Value: 4
Scale: 1
default_value: 2

XPQuestReward_Medium
Description:
Value: 500
Scale: 1

BanterBetweenLineTime
Description: The time taken between banter lines
Value: 500
Scale: 1

GlobalMercBanterCooldown
Description:
Value: 3600
Scale: h

AIMGoldCost
Description: Cost of unlocking A.I.M. Gold
Value: 20000
Scale: 1

XPQuestReward_Minor
Description:
Value: 150
Scale: 1

XPQuestReward_Large
Description:
Value: 1000
Scale: 1

XPQuestReward_Small
Description:
Value: 300
Scale: 1
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Tobias  [developer] Jul 27, 2023 @ 8:53am 
Combat.DeathNoiseRange
Description:
Value: 8
Scale: 1

Combat.ShootDelayAfterInterrupt
Description:
Value: 1000
Scale: 1

Combat.HealthPointsCap
Description: Maximum health points that any unit can have
Value: 100
Scale: 1

Combat.DodgeMaxDist
Description: missed shots will result in playing dodge animation when fired from closer than this range
Value: 4000
Scale: m

Combat.SightModMaxValue
Description: maximum value for the sight modifier
Value: 120
Scale: 1

Combat.BulletDelay
Description:
Value: 40
Scale: sec

Combat.GrenadeLaunchAngle_Incline
Description: launch angle to use when throwing at a higher position
Value: 3600
Scale: deg

Combat.ConditionPenaltyNeedsRepair
Description:
Value: 10
Scale: %

Combat.ShootDelayCinematic
Description: Delay before action is executed. But it will start counting before the camera reaches the target.
Value: 500
Scale: 1

Combat.MortarFallVelocity
Description: m/s
Value: 30000
Scale: m

Combat.CombatPathTurnsAhead
Description:
Value: 0
Scale: 1

Combat.GrenadeLaunchAngle_Low
Description:
Value: 900
Scale: deg

Combat.CamoAimPenalty
Description:
Value: 50
Scale: %

Combat.ConsecutiveShootDelayAfterAim
Description: (consecutive attack) Delay after aiming anim, before moving camera to target.
Value: 100
Scale: 1

Combat.HealAmountBase
Description:
Value: 20
Scale: 1

Combat.ActionCameraHoldTime
Description: Time to hold the action camera after shots have been fired.
Value: 200
Scale: sec

Combat.EnemyVrGlobalCd
Description: 10 sec enemy vr cd to prevent too much spam
Value: 10000
Scale: 1

Combat.GrenadeMinRPM
Description:
Value: 25
Scale: 1

Combat.InterruptMoveTiles
Description: how often move action provokes opportunity attacks
Value: 3
Scale: 1

Combat.IdleVariantMaxTime
Description:
Value: 20000
Scale: sec

Combat.GrenadeLaunchAngle
Description:
Value: 1800
Scale: deg

Combat.IdleVariantMinTime
Description:
Value: 5000
Scale: sec

Combat.ChargeMinAngle
Description: minimum angle between the attacker, the attack position and the target to perform a Charge attack
Value: 9000
Scale: deg

Combat.InteractionMaxHeightDifference
Description: The maximum distance, in voxels, units can interact with objects.
Value: 1000
Scale: m

Combat.AutofireAttribBonus
Description: bonus damage from Strength
Value: 0
Scale: %

Combat.GrenadeStatBonus
Description:
Value: 30
Scale: 1

Combat.RocketVelocity
Description: m/s
Value: 20000
Scale: m

Combat.CamoSightPenalty
Description:
Value: 25
Scale: %

Combat.Gravity
Description:
Value: 9807
Scale: m

Combat.MGFreeInterruptAttacks
Description: bonus out-of-turn interrupt attacks with machine guns at 0 ap
Value: 1
Scale: 1

Combat.GrenadeMaxRPM
Description:
Value: 75
Scale: 1

Combat.SignatureAbilityRechargeTime
Description:
Value: 7200
Scale: h

Combat.MeleeAttackProneMod
Description: extra damage to Prone targets
Value: 20
Scale: %

Combat.PainNoiseRange
Description:
Value: 6
Scale: 1

Combat.KnifeMinRPM
Description:
Value: 60
Scale: 1

Combat.DeathExplosion_AnimationDelay
Description:
Value: 150
Scale: 1

Combat.NeutralUnitRelocateAP
Description: AP the neutral units use for relocation when feared
Value: 12000
Scale: AP

Combat.BulletVelocity
Description:
Value: 40000
Scale: m

Combat.ChargeMinDistance
Description:
Value: 2400
Scale: m

Combat.PainNoiseRangeStealthKill
Description:
Value: 3
Scale: 1

Combat.ConditionPenaltyPoor
Description:
Value: 20
Scale: %

Combat.BuckshotAttribBonus
Description: bonus damage from Marksmanship
Value: 50
Scale: %

Combat.KnifeMaxRPM
Description:
Value: 90
Scale: 1

Combat.GrazingChanceInCover
Description: max damage reduction from cover
Value: 40
Scale: %

Combat.GrazingHitDamage
Description:
Value: 33
Scale: %

Combat.LieutenantHpMod
Description:
Value: 125
Scale: %

Combat.KnifeThrowVelocity
Description: defines the movement speed of the thrown knife as well as the parabolic part of the trajectory (if there's one); units are [m/s]
Value: 14000
Scale: m

Combat.GloryKillChance
Description:
Value: 10
Scale: %

Combat.ExplosionCrouchDamageMod
Description:
Value: -30
Scale: %

Combat.ShootDelayAfterAimCinematic
Description: Delay after aiming anim, before moving camera to target.
Value: 500
Scale: 1

Combat.ShootDelayTargetOnScreen
Description: Delay before action is executed. But it will start counting before the camera reaches the target. But if the target is on screen and there is no camera movement, then this delay doesn't need to be long.
Value: 700
Scale: 1

Combat.SightModStealthStatDiff
Description: what percentage of the stat difference (Agility - Wisdom) is applied as a sight modifier to units trying to see a Hidden unit
Value: 50
Scale: %

Combat.BombardSetupHoldTime
Description: Time to hold the camera at the initializer of the bombard.
Value: 1000
Scale: sec

Combat.UnitDeathKillcamWait
Description: how many milliseconds to wait after a unit dies (when a cinematic camera is in play)
Value: 1000
Scale: 1

Combat.UnawareSightRange
Description: Sight radius (in tiles) of units who are not aware of the target unit (either Unaware or target is Hidden)
Value: 12
Scale: 1

Combat.ObstructedAreaAttackDamageReduction
Description:
Value: 30
Scale: %

Combat.SightModMinValue
Description: minimum value for the sight modifier
Value: 40
Scale: 1

Combat.SightModHiddenProne
Description: sight penalty (as % of base value) for seeing hidden units in prone stance
Value: 10
Scale: 1

Combat.ShootDelayNonAI
Description:
Value: 1000
Scale: 1

Combat.UnitDeathWait
Description: how many milliseconds to wait after a unit dies
Value: 0
Scale: 1

Combat.MaxGrit
Description: Grit(TempHitPoints) stacks up to this amount.
Value: 30
Scale: 1

Combat.ShootDelayAfterAim
Description: Delay after aiming anim, before moving camera to target.
Value: 700
Scale: 1

Combat.AwareSightRange
Description: Sight radius (in tiles) for units aware of the target unit
Value: 24
Scale: 1

Combat.ShootDelay
Description: Delay before action is executed. But it will start counting before the camera reaches the target.
Value: 1300
Scale: 1

Combat.SelfBandagePercent
Description: Efficiency of Bandage action when applied to the same unit.
Value: 70
Scale: %

Combat.AimCritBonus
Description: bonus crit chance per aim step
Value: 0
Scale: %

Combat.TimerTurnTime
Description: how many seconds are the timers reduced on each of player's turns
Value: 10000
Scale: sec

Combat.RepositionAPPercent
Description:
Value: 70
Scale: %

Combat.HeadshotStealthKillChanceMod
Description: modifier (additive) to Lethal Attack chance
Value: 10
Scale: %

Combat.GrenadeMinDamageForFly
Description:
Value: 30
Scale: 1

Combat.ExplosionProneDamageMod
Description:
Value: -60
Scale: %

Combat.KnifeBounceVelocityLoss
Description: defines the loss of speed from bounces for thrown knives
Value: 50
Scale: %

Combat.NeutralUnitFearRadius
Description: radius (in tiles) which will trigger relocation if a combatant approaches
Value: 5
Scale: 1

Combat.MedsPerUse
Description:
Value: 1
Scale: 1

Combat.ConsecutiveShootDelay
Description: (consecutive attack) Delay before action is executed. But it will start counting before the camera reaches the target.
Value: 100
Scale: 1

Combat.LeadershipThresholdVR
Description: Leadership Threshold for a unit to be able to perform tactical situation vr
Value: 50
Scale: 1

Combat.ArmorDegradePercent
Description: percentage of Degradation applied to the armor when the attack does not penetrate the armor
Value: 50
Scale: %

Loyalty.CivilianDeathPenaltyCityCap
Description:
Value: 30
Scale: 1

Loyalty.ConflictMilitiaOnlyWinBonus
Description: If a sector that the player owns is defended by militia only (no player squads) and the militia wins
Value: 5
Scale: 1

Loyalty.ConflictWinBonus
Description:
Value: 5
Scale: 1

Loyalty.ConflictRetreatPenalty
Description:
Value: -15
Scale: 1

Loyalty.ConflictDefeatedLoyaltyLoss
Description: When losing a conflict in a sector that's not a result of a retreat (losing all mercs in that sector for example) AND that sector doesn't have a city
Value: -5
Scale: 1

Loyalty.CivilianDeathPenalty
Description:
Value: 5
Scale: 1

Loyalty.CitySectorEnemyTakeOverLoyaltyLoss
Description:
Value: -5
Scale: 1

Action Point Costs.Climb3
Description: AP cost for climbing a one-tile height.
Value: 4000
Scale: AP

Action Point Costs.StairsModifier
Description: AP modifier for moving on stairs (up or down).
Value: 20
Scale: %

Action Point Costs.UnloadAmmo
Description: Base AP cost to unload ammo in combat
Value: 0
Scale: AP

Action Point Costs.EquipItem
Description: Base AP cost to equip an item in combat
Value: 3000
Scale: AP

Action Point Costs.Interact
Description: Default AP for any interaction (predefined for specific interactions that take longer or shorter time).
Value: 2000
Scale: AP

Action Point Costs.JumpAcross1
Description: AP cost for jumping across a single tile.
Value: 3000
Scale: AP

Action Point Costs.Drop1
Description: AP cost for dropping from a one-tile height.
Value: 1500
Scale: AP

Action Point Costs.ProneModifier
Description: AP modifier for moving while prone.
Value: 100
Scale: %

Action Point Costs.WaterMoveSpeedModifier
Description:
Value: -25
Scale: %

Action Point Costs.JumpOver1
Description: AP cost for jumping over a low fence between two tiles.
Value: 2000
Scale: AP

Action Point Costs.CustomInteractableInteractionCost
Description: Action moves extra cost in exploration mode in extra tiles. Currently applies to Climb1, Climb2, Drop1, Drop2, JumpAcross1, JumpAcross2.
Value: 4000
Scale: 1000

Action Point Costs.Drop3
Description: AP cost for dropping from a three-tile height.
Value: 3000
Scale: AP

Action Point Costs.CrouchModifier
Description: AP modifier for moving while crouching.
Value: 50
Scale: %

Action Point Costs.Climb1
Description: AP cost for climbing a one-tile height.
Value: 1500
Scale: AP

Action Point Costs.LadderStep
Description: AP required to climb a step (1 voxel) of a vertical ladder
Value: 500
Scale: AP

Action Point Costs.JumpOver2
Description: AP cost for jumping over a tile with an obstacle.
Value: 3000
Scale: AP

Action Point Costs.Walk
Description: Base AP cost for walking a single tile distance.
Value: 1000
Scale: AP

Action Point Costs.JumpAcross2
Description: AP cost for jumping across two tiles.
Value: 4000
Scale: AP

Action Point Costs.Drop2
Description: AP cost for dropping from a two-tile height.
Value: 2000
Scale: AP

Action Point Costs.GiveItem
Description: Base AP cost to give an item to another merc when in combat
Value: 2000
Scale: AP

Action Point Costs.Drop4
Description: AP cost for dropping from a four-tile (1 floor) height.
Value: 3000
Scale: AP

Action Point Costs.DifficultTerrainModifier
Description: AP modifier for moving in difficult terrain (allow water).
Value: 50
Scale: %

Action Point Costs.ExplorationActionMovesModifierStrong
Description: Action moves extra cost in exploration mo in extra tiles. Currently applies to windows, JumpOver1, JumpOver2, Climb3, Climb4, Drop3, Drop4
Value: 12
Scale: 1

Action Point Costs.Climb4
Description: AP cost for climbing a four-tile (1 floor) height.
Value: 4000
Scale: AP

Action Point Costs.ExplorationActionMovesModifierWeak
Description: Action moves extra cost in exploration mode in extra tiles. Currently applies to Climb1, Climb2, Drop1, Drop2, JumpAcross1, JumpAcross2.
Value: 4
Scale: 1

Action Point Costs.PickItem
Description: Base AP cost to pick an item from container when in combat
Value: 1000
Scale: AP

Action Point Costs.Climb2
Description: AP cost for climbing a one-tile height.
Value: 3000
Scale: AP
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