SETTINGS
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Video Settings
DirectX 8 (Basic)
DirectX 9 (Basic)
DirectX 9 (Normal)
DirectX 9 (Enhanced)
DirectX 10 (Enhanced)
DirectX 11 (Enhanced)
Medium
Extreme
High
Low
Potato
Fullscreen
Borderless
Windowed
Render Type
Quality Settings
Resolution
Gamma
Colour Saturation
Brightness
HUD FOV
FOV
Screen Mode
Basic Light Settings
Advanced Video Settings
Medium
Extreme
High
Low
Potato
Low
Medium
High
Ultra
Extreme
Off
Default
HBAO
HDAO
x2
x4
x8
Use DX10
Use DX10.1
Volumetric
Screen Space
Both
Stalkers Use Headlamps
Vertical Sync
Frequency 60Hz
FPS Limiter
This slider allows you to set a custom FPS cap. "0" means no cap.
World
Static Objects
Dynamic Objects
Distant Shadow Culling
Enabling this can improve performance by removing distant shadows (you usually can't see them anyway).\n
Can cause very long shadows to be removed (noticeable during sunrise/sunset).
Texture Detail
Texture MIP Bias
Sets the quality and sharpness of textures in the distance.
Object Detail
Detailed Textures
Anisotropic Filtering
Anti-aliasing
Anti-aliasing
SMAA
Detail Bump
Steep Parallax
Tessellation
Grass Density
Grass Rendering Distance
Grass Size
Grass Shadows
Grass Shadow
Actor Shadow
Specular Gloss Factor (DONT TOUCH)
Lighting Distance
Shadow Quality
Sun Shadow
Sun Shadow Quality
Sun Rays Mode
Sun Rays Quality (Volumetric)
Sun Rays Main Intensity
Sun Rays Base Intensity
SSAO Mode
SSAO Quality
Volumetric lLight
Smooth A-test Objects
Optimize Smoothing
Soft Water
Soft Particles
Depth of Field
Motion Blur
Motion Blur Amount
Wet Surfaces
Volumetric Smoke
UI/HUD
Show Crosshair
Crosshair Target Distance
Dynamic Crosshair
Crosshair Color (Alpha)
Crosshair Color (Red)
Crosshair Color (Green)
Crosshair Color (Blue)
Show Weapon
Show NPC name when pointing at them. The colour represents their relation towards the player, making it easier for the player to recognize friend form foe.
Show Tracers
Show HUD
Show Belt Artefact HUD
Show Minimap
Show Enemy Health
Show NPC Identification
Autohide Stamina Bar
Ironsights Zoom Factor
Headbobbing Factor
Show 3D PDA Model
Player Effects
Gas Mask
Item Usage Animations
Enhanced Recoil Effects
Mask Overlay
Breathing Fog
Radiation Effect
Bleeding Effect
Low Health Blur
Item Swap Animations
Hit Impact Effect
Dust Particles
Dynamic Fog
Rain Droplets
Glass Reflection
Rare
Regular
3h
4h
5h
6h
7h
8h
9h
10h
11h
12h
Period
Occurrence
Nights
Dark Nights
Slightly Bright Nights
Medium Bright Nights
Very Bright Nights
8 days
28 days
New Moon
Waxing Crescent
1st Quarter
Waxing Gibbous
Full Moon
Waning Gibbous
3rd Quarter
Waning Crescent
Ambient Night Brightness
Moon Cycle Length
Enable Static Moon Phase
Static Moon Phase
General Sound Settings
None
Special Characters Only
All
SFX Volume
Music Volume
Sound Device
EAX
Sound Targets
Dynamic Music
Captions
Environment Sound Effects
Environment Sound Volume
This slider controls the volume of background sounds such as crickets, crows, birds, night screams and so on.
Ambient Wind Sounds
Mask Breathing Sound
Helmet Rain Droplets
Radio
Radios of the Zone
This option allows radios around the Zone to play music.
Radio Options Menu Button
Radio Settings Menu Button
Play/Stop Radio
Play/Stop Music Player
Volume-Up button
Volume-Down button
Next Track
Previous Track
Next Channel/Playlist
Emissions Signal Interference
Underground Area Signal Interference
Music Player Tracks on HUD
Name of Playlist 1
Name of Playlist 2
Name of Playlist 3
Name of Playlist 4
Name of Playlist 5
Name of Playlist 6
Name of Playlist 7
Name of Playlist 8
Name of Playlist 9
Name of Playlist 10
General Controls
Mouse Sensitivity
Aim Sensitivity
Invert Mouse
Toggle Crouch Mode
Toggle Walking Mode
Toggle Sprinting Mode
Toggle Leaning Mode
Toggle Aim Mode
Multi-item Pickup Mode
When enabled, you can pick up multiple items at once. Otherwise, you will pick up one item at a time.
PDA Simple Mode
%c[ui_gray_1]•%c[ui_gray_2]Enabled: Simple mode.\n
PDA will enter focus (Interface) mode only when player holds it close (Reload keybind).\n\n
%c[ui_gray_1]•%c[ui_gray_2]Disabled: Advanced mode.\n
Player can switch between focus/movement modes by pressing the Grenade Launcher keybind, regardless if PDA is held close or far from view point.
Hold (ALT) for Disassembly
This option prevents the player from disassembling items without holding the (Left ALT) button first, to prevent unintentional disassembly of items.
General Gameplay Settings
Hardcore AI Aim
Goodwill Notifications
This option notifies the player of changes in goodwill with factions after completing (or failing) tasks.
Delayed Repairs by Mechanics
When enabled, the player must wait a day or more for mechanics to complete repairs to their broken items.\n
Items are returned when repairs are complete.
Player Name
Outfit Player Portrait
Changes player portrait according to the outfit they're wearing.\n
Disabling this option will restore the default portrait chosen from the New Game menu.
Default Portrait
Despawn Old Dropped Items
Despawn Corpse Count
Corpses are despawned to avoid performance drops and A-Life occupation caused by corpse stacking.\n
The despawn process begins once the count of corpses, their distance from the player and the despawn timer exceed their limits.
Despawn Corpse Distance (Meters)
Corpses are despawned to avoid performance drops and A-Life occupation caused by corpse stacking.\n
The despawn process begins once the count of corpses, their distance from the player and the despawn timer exceed their limits.
Corpse Loot Distance (Meters)
Corpses are only looted by other stalkers if the player is at least this far away.\n
It should prevent AI stealing the players hard earned loot.
NPC Maximum Tasks
How many tasks you can have active at once from a singular npc.
Must Equip Hunting Kit for Bonus
Gameplay Difficulty
Changes made to Gameplay difficulty settings will be applied to your active playthrough only.
Easy
Medium
Hard
Great
Good
Average
Poor
Player Protection
This option controls the player's immunity against all damage sources.\n
The better the protection, the more damage the player can take.
Bullet Hit Power Factor
Multiplier for the amount of damage caused by bullets.\n\n
%c[pda_yellow]Note:%c[ui_gray_2]\n
This setting applies only to bullets fired by the player and does not affect bullets fired by NPCs.
Enemy Dispersion Base
Base value for enemy weapon dispersion.\n
Higher values will make enemies less accurate at higher distance.
Enemy Dispersion Factor
Multiplier for enemy weapon dispersion.\n
Higher values will increase enemy weapons recoil at higher distance.
Stamina Loss Factor
Max Carry Weight
Water Deprivation
Sleep Deprivation
Radioactive Air During Daytime
When enabled, the player will receive constant radiation when outside during the daytime and underground areas will be much more radioactive.\n
Helmets and outfits with considerable radiation protection will help protect against this effect.
Radiation Clicks (Geiger Counter Only)
%c[ui_gray_1]Disabled:%c[ui_gray_2] The player will hear radiation clicks upon approaching radioactive fields.
\n\n%c[ui_gray_1]Enabled:%c[ui_gray_2] The clicks can be heard only if the player has a Geiger Counter in their inventory with enough battery power.
Anomaly Detector Sound
When enabled, the player will hear warning beeps upon approaching anomalies.
Progression Difficulty
Changes made to Progression difficulty settings will be applied to your active playthrough only.
Tourist
Scavenger
Survivalist
Progressive
Earned Goodwill Factor
Multiplier for the amount of goodwill the player gains upon completing tasks.
Money Rewards Factor
Multiplier for the amount of money the player gains upon completing tasks.
Repair Costs Factor
Multiplier for the cost of repair services offered by mechanics.
Upgrade Costs Factor
Multiplier for cost of upgrade services offered by mechanics.
Trade Price (Sell) Factor
Multiplier for price of items sold by the player to traders.
Trade Price (Buy) Factor
Multiplier for price of items bought by the player from traders.
Loot Items Chance Factor
Multiplier for chance of finding items on corpses.
Loot Money Factor
Multiplier for the amount of money found on corpses.
Looted Weapons Average Condition
PDA Stash Discovery Chance
Chance of looting PDAs from corpses with stash locations.
Medkits Usage Factor
Weapon Degradation Factor
Weapons degrade with each bullet fired, with the degradation amount determined by the weapon and ammunition used.\n
This global factor acts as a multiplier for these individual values to control the rate of degradation in general.
Battery Power Consumption Factor
Electronic devices consume battery power when in use, with the rate of depletion determined by the device.\n
This global factor acts as a multiplier for these individual values to control the rate of battery depletion.
Limited Bolts?
When enabled, bolts will no longer be infinite. The player needs to either buy or find bolts when they run out.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
The player can pick up thrown bolts as long as they are not damaged by anomalies.
Artefact Degradation
Backpack Degradation
Full-percentage Part System
When enabled, parts from disassembled items use the full condition scale (1 to 100% condition).\n
When this option is disabled, items use one of four condition categories (25%, 50%, 75% and 100% condition).
Trader Restock Cycle (hours)
Determines the number of hours before traders completely restock their inventories.
Artefact Respawn Chance
Artefacts are usually created during emissions and (less likely) psi-storms inside anomalous fields.\n
This option controls the possibility of an anomalous field to create an artefact.
Outfit Loot Factor
Control how outfits can be found on corpses.\n\n
"Progressive" means that outfits drops depend on player's progression. Higher ranks will make it possible to find better outfits from loot.
Disguise Settings
Players can disguise themselves as members of other factions while keeping their true identity hidden, for a variety of purposes, such as theft and assassination. The following settings control aspects of the disguise system. A detailed article which further explains this feature can be found in the PDA encyclopedia.
Enable Disguise System
Consider Active Item
When enabled, the type and condition of the item the player is holding is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.
Active Item Suspicion Factor
Consider Player Weapon
When enabled, the type and condition of the weapon in the player's main slot is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.
Player Weapon Suspicion Factor
Consider Player Outfit
When enabled, the type and condition of the armour in the player's outfit slot is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
The condition of the outfit is a critical element in the disguise system. NPCs will consider damaged outfits very suspicious.
Player Outfit Suspicion Factor
Consider Player Helmet
When enabled, the type and condition of the helmet the player is wearing, either in the helmet slot or integrated, is considered by observing NPCs.
\n\nThis factor controls the importance of this element when calculating the overall suspicion factor.
\n\n%c[pda_green]Tip:%c[ui_gray_2]
\nHelmets are a critical element in the disguise system, as they cover the player's face and identity.
Player Helmet Suspicion Factor
Consider Player Backpack
When enabled, the type and condition of the backpack in the player's backpack slot is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
Large backpacks attract more attention, but this factor has a small overall impact.
Player Backpack Suspicion Factor
Consider Player Inventory
When enabled, the quantity, weight and size of items in the player's inventory is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
Carrying many items, especially large objects such as weapons, is considered suspicious by NPCs, but this factor has a small overall impact.
Player Inventory Suspicion Factor
Consider Player Movement
When enabled, the player's movement and speed is considered by observing NPCs.\n\n
This factor controls the importance of this element when calculating the overall suspicion factor.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
Try to blend in. Don't run and jump when NPCs are nearby.
Player Movement Suspicion Factor
Consider Distance Between Player and NPCs
When enabled, the distance between the player and NPCs is considered.\n\n
This factor controls the minimum safe distance before suspicion is calculated.
Minimum Safe Distance (Meters)
Consider Time Spent Near NPCs
When enabled, the length of time spent by the player inside the safe distance to NPCs is considered.\n\n
This factor controls the maximum time allowed before suspicion is calculated.\n\n
%c[pda_green]Tip:%c[ui_gray_2]\n
This factor includes time spent in conversation, so don't linger too long.
Maximum Safe Stay Time (seconds)
With few restrictions, you can fast travel to many locations in the Zone by clicking on travel markers found on the PDA map. A fast-travel marker appear once you visit a location for the first time. The following settings allow you to control aspects of fast travel.
Disabled
Visited Only
Show All
Fast Travel State
Combat?
Overweight?
Wounded?
Emissions?
Use Long Names
Location Visit Message
Travel Without Time Change
With few restrictions, you can fast travel to stashes you create around the Zone by clicking on them on the PDA map. The following settings allow you to control aspects of backpack travel.
Backpack Travel State
Combat?
Wounded?
Emissions?
Overweight?
Travel Without Time Change
General A-Life Settings
Full
Smart Terrains Only
Stalker Population Factor
Multiplier for stalkers spawn numbers across the Zone. The greater the number, the more likely it is that squads will spawn.
\n\n%c[pda_yellow]Note:%c[ui_gray_2]
\nThis setting has its greatest effect when starting a new game. Modifying this factor in a game in progress will produce very gradual changes in population, due to squads already being present in the Zone.
Mutant Population Factor
Multiplier for mutant spawn numbers across the Zone. The greater the number, the more mutants will spawn..
\n\n%c[pda_yellow]Note:%c[ui_gray_2]
\nThis setting has its greatest effect when starting a new game. Modifying this factor in a game in progress will produce very gradual changes in population, due to mutants already being present in the Zone.
Offline Combat
This option adds to the dynamic aspects of the A-Life simulation by allowing squads in distant parts of the Zone to fight against their enemies.
It can impact factions and mutant populations, depending on the outcome of these battles.
\n\n
%c[pda_yellow]Note:%c[ui_gray_2]\n
%c[ui_gray_1]•%c[ui_gray_2] When the dynamic relations option is enabled, offline combat will play a large role in relation changes, due to the running battles between factions.\n
%c[ui_gray_1]•%c[ui_gray_2] This feature works for all game modes, including Warfare.\n
%c[ui_gray_1]•%c[ui_gray_2] Be aware that this feature can reduce the overall stalker population to some extent. Do not enable this option if you want a more populated zone.
Exclusion Radius
Squads won't spawn if their spawn points (smart terrains) are inside the exclusion radius of the player.\n
This is to prevent unsightly and unfair spawns close to the player.
Dynamic Anomalies
When enabled, emissions can create new anomalies around the Zone.\n
Anomalies might appear or disappear across the Zone after every emission event.
Dynamic Faction Relations
When enabled, relations between factions can change due to battles happening within the Zone, for better or worse.\n
Death of common enemies can have a positive impact on relations, and vice versa.\n
Magnitude of change in relations is determined by the importance of the victim.
Reset Hostile Faction Goodwill
When a faction becomes an enemy of the player's faction, the player will lose all goodwill earned with them previously.
Helicopter Sounds
Helicopter Patrols
Emissions
Psi-storms
Every 6-12 hours
Every 12-24 hours
Every 1-2 days
Every 2-4 days
Kill at the end
Kill as wave advances
Kill at vortex
Turn to zombie
Explode
Don't kill
Siren and radio
Siren only
Radio only
No warning
Enable Emissions
Frequency
Stalkers Fate
Warning
Give Hide Task
Enable Psi-storms
Frequency
Stalkers Fate
Warning
Give Hide Task
Fast
Slow
Warfare Main Settings
All Out War
When enabled, every faction will be hostile to every other faction. When DrX's Dynamic Relations are detected, this will only be applied at the beginning of a game.
Random Starting Locations
When enabled, the player will spawn at a random base in the Zone. Every other base will be populated using the random_stalker_chance and random_mutant_chance options.
Random Starting Character
When this option is enabled it will randomize the name and faction of the player after starting a new game; best used with random_starting_locations.
Random Stalker Chance
The chance, between 0 - 100, that stalker squads will be spawned at a base or resource point when random_starting_locations is enabled. This is the chance that a single squad will spawn. If a base has a max population of 2, and random_stalker_chance is set to 50, then there is a 50% chance that the first squad will spawn, and a 50% chance that the second squad will spawn.
Random Mutant Chance
The chance, between 0 - 100, that mutant squads will be spawned at a territory point when random_starting_locations is enabled. Only one mutant per point will be spawned.
Enable Auto-capture
When enabled, the player will be able to capture points by standing within the distance specified by auto_capture_distance for the amount of time specified by auto_capture_time. If you are close to multiple points, the closest base will be chosen followed by the rest of the bases and then resource points; territory points are not auto-capturable.
Auto-capture Max Distance
Points within this distance to the player will be auto-captured; if the distance between the player and the point being captured is larger than this then it will stop being captured.
Auto-capture Wait Time
The amount of time, in in-game minutes, that it takes to capture a point manually.
Fog of War
When enabled, anything within the fog_of_war_distance range to the player, or any squad of the same faction, will be shown. show_unfriendly_squads and hide_smarts will still affect whether or not an object is shown on the PDA.
Fog of War Distance
When fog_of_war is enabled, anything within this range to the player or any squad of the players faction will be shown on the PDA. show_unfriendly_squads and hide_smarts will still affect whether or not an object is shown on the PDA.
Hide Unfriendly Squads
When enabled, neutral and enemy squads will not be displayed on the PDA.
Hide Smarts
When enabled, smart terrain icons will not be rendered on the PDA. Targets of the player's faction will still be shown on the PDA.
Hide Underground Smarts on map
When enabled, underground smarts will be hidden from the PDA.
Enemy Bonus Starting Squads
When enabled, enemy squads will have slightly more initial squads while neutral and friendly factions will have slightly less initial squads.
Enemy Base Boost
All enemies of the player's faction will be treated as if owning the specified number of bases in addition to what they really own.
Enemy Resource Boost
All enemies of the player faction will be treated as if owning the specified number of resources in addition to what they really own. Resources affect respawn time for defence / attack / patrol squads and how skilled the squads spawned are; higher resource count means faster respawn times with better squads.
Actor Influence Weight
How much priority each influence point adds to a target. Typical priority numbers are between 1 and 10; the higher the number the more likely points are to target the point with influence added to it.
Novice Squad Price
The price of a novice squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a novice squad which will be spawned at that base immediately and be treated as companions.
Advanced Squad Price
The price of an advanced squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy an advanced squad which will be spawned at that base immediately and be treated as companions.
Veteran Squad Price
The price of a veteran squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a veteran squad which will be spawned at that base immediately and be treated as companions.
Helicopter Price
The price of a helicopter. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a helicopter. There can only be one helicopter per-faction on a single level.
Reward Enemy Rank Weight
When you kill an enemy, you will be rewarded actor_support_reward_money + (enemy_rank * actor_support_enemy_rank_weight).
Reward Money
When you kill an enemy, you will be rewarded actor_support_reward_money + (enemy_rank * actor_support_enemy_rank_weight).
Reward Influence
Whenever you kill an enemy, you are rewarded this amount of influence points.
Max Monster Squads
Whenever there is less than this amount of mutant squads on a level, the level will be able to be targeted by other mutant squads and mutants will spawn at any unoccupied point or lair based on the monster_min_faction_respawn and monster_max_faction_respawn variables.
Min Monster Respawn
The minimum amount of time that passes before a lair or unoccupied base/resource spawns a mutant squad if there are less than monster_max_squads_per_level mutant squads already on the point's level.
Max Monster Respawn
The maximum amount of time that passes before a lair or unoccupied base/resource spawns a mutant squad if there are less than monster_max_squads_per_level mutant squads already on the point's level.
Zombie Faction
When enabled, zombified stalkers will take part in the faction wars.
Mutant Offline Combat
When enabled, mutants will participate in offline combat. When disabled, mutants will have a more notable presence in the Zone.
Disable Smart Population Cap
When enabled, smart terrains will not auto-remove overflow squads.
Purge Zone on Emission
Purge Zone Percentage
Debug Logging (inflates log file)
When enabled, Warfare will use debug logging. Debug logging will log the beginning and end of most functions in warfare, so it will inflate your log size quite a bit.
Warfare Faction Settings
Participate in Warfare
Spawn on new game
Random spawn entries
Linked level targeting
Ignore empty targets
Offline power multiplier
When a squad deals damage in offline combat, it is multiplied by this amount. If this is set to 2, for instance, squads that are a part of this faction will deal twice as much damage as typical squads in offline combat.
Expansion Aggression
Every time a base has less than the allowed number of targets and process_targets is called, a random number will be generated between 0 and 100. If this number is less than or equal to the expansion_aggression, the faction will choose a new target. Otherwise, the faction will not choose any new targets.
Night Activity Chance
The chance that a faction will send out invasion forces or send patrol squads anywhere during the night time. Night time is considered as between the hours of 8:00pm and 6:00am, or 20:00 and 6:00.
Minimum Respawn Time
The minimum amount of time that must pass for a base to spawn a defence squad. This along with the base's available resources determines the bases defence respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's respawn time is determined by choosing a value between the minimum and maximum faction respawn time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_faction_respawn + (owned_resource_percentage * max_faction_respawn.
Maximum Respawn Time
The maximum amount of time that must pass for a base to spawn a defence squad. This along with the base's available resources determines the bases defence respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's respawn time is determined by choosing a value between min_faction_respawn and max_faction_respawn with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_faction_respawn + (owned_resource_percentage * max_faction_respawn.
Keep Last Base
Minimum Invasion Population Factor
The minimum invasion size multiplier. This is used along with max_invasion_size and the number of bases the faction owns in order to calculate a final invasion_size. This is a multiplier for a smart terrains max_population, so the stalker population factor from the stalker gameplay options will affect the final invasion size. Current invasion size = (100% - owned_base_percentage) * min_invasion_size + (owned_base_percentage * max_invasion_size). Current invasion population = min(1, target.max_population * Current invasion size).
Maximum Invasion Population Factor
The maximum invasion size multiplier. This is used along with max_invasion_size and the number of bases the faction owns in order to calculate a final invasion_size. This is a multiplier for a smart terrains max_population, so the stalker population factor from the stalker gameplay options will affect the final invasion size. Current invasion size = (100% - owned_base_percentage) * min_invasion_size + (owned_base_percentage * max_invasion_size). Current invasion population = min(1, target.max_population * Current invasion size).
Minimum Invasion Depart Time
Maximum Invasion Depart Time
Minimum Patrol Population Factor
The minimum patrol squad population factor. When a faction owns no bases, each base would (theoretically since they don't own any) have min_patrol_squads * max_population amount of patrol squads. Current patrol squad factor = (100% - owned_base_percentage) * min_patrol_squds + (owned_base_percentage * max_patrol_squads. Current allowed patrols quads = base.max_population * current patrol squad factor.
Maximum Patrol Population Factor
The maximum patrol squad population factor. When a faction owns every base, each base will have max_patrol_squads * max_population amount of patrol squads. Current patrol squad factor = (100% - owned_base_percentage) * min_patrol_squds + (owned_base_percentage * max_patrol_squads. Current allowed patrols quads = base.max_population * current patrol squad factor.
Minimum Patrol Time
The minimum amount of time that must pass for a base to spawn a patrol squad. This along with the base's available resources determines the bases patrol respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's patrol respawn time is determined by choosing a value between min_patrol_time and max_patrol_time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_patrol_time + (owned_resource_percentage * max_patrol_time.
Maximum Patrol Time
The maximum amount of time that must pass for a base to spawn a patrol squad. This along with the base's available resources determines the bases patrol respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's patrol respawn time is determined by choosing a value between min_patrol_time and max_patrol_time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_patrol_time + (owned_resource_percentage * max_patrol_time.
Patrol Hunt Chance
When a base is looking for a new target for a patrol squad, and if there is an enemy patrol squad on the current level or a linked level, this is the chance that the base will assign the enemy patrol squad as a target; if the squad is not assigned an enemy patrol squad as a target then it will be assigned a territory point near the base to patrol as usual.
Minimum Patrol Rest Time
The minimum amount of time a patrol squad will wait at a territory point. Night activity chance will also affect whether or not they are sent to a new territory point.
Maximum Patrol Rest Time
The maximum amount of time a patrol squad will wait at a territory point. Night activity chance will also affect whether or not they are sent to a new territory point.
Minimum Resurgence Wait Time
Maximum Resurgence Wait Time
Random Squad Count
When enabled, every squad for this faction will have a random number of NPCs between min_random_squad_count and max_random_squad_count.
Minimum Random Squad Count
When random_squad_count is enabled, this is the minimum number of NPCs a squad will have for this faction.
Maximum Random Squad Count
When random_squad_count is enabled, this is the maximum number of NPCs a squad will have for this faction.
Random Patrols
Maximum Random Patrols
Maximum Random Patrols Time
Maximim Random Patrols Time
Invasion Departure Chance
The chance that an invasion will depart during the current process_targets update. This is called every 1 to 5 in-game minutes.
Base Priority
How much the faction prioritises bases. Typical priority numbers are between 0 and 10.
Resource Priority
How much the faction prioritizes resource points. Typical priority numbers are between 0 and 10.
Territory Priority
How much the faction prioritizes territory points. Typical priority numbers are between 0 and 10.
Faction Flag Priority
How much a base prioritizes points that are flagged for their owning faction in the gamedata/configs/misc/simulation_objects_props.ltx file. For instance if Clear Sky is looking at a territory point, it will increase the priority for a point by 2 if in that file the point has csky = 1 defined for it.
Actively Targeted Priority
If a base is being targeted by another base, it will add this much priority to it in order to attempt to counter the invasion.
Weaker Target Priority
How much a base prioritizes points which have less powerful squads present.
Stronger Target Priority
How much a base prioritizes points which have more powerful squads present.
Same Level Target Priority
How much a base prioritizes points which are on the same level as itself.
Max Base Smart Targets
How many points a base can target at once.
Resource Count Modifier
How many resource points are added to each base's available resource points. This can be negative. Higher numbers cause faster respawn times.
Base Count Modifier
How many bases are added to each faction's owned base count. This can be negative. Higher numbers cause more patrols and larger invasion forces.
Enable Enemy Faster Respawn
Manual Capture Wait Time
Offline Combat Distance
Disable Offline Combat
When enabled, squads will not participate in offline combat. This will, in effect, cause warfare to set up battles that will unfold as you approach them. This will slow warfare down and make it centre around you and the squads around you.
Simulate Offline Combat at Smarts
When enabled, squads will only simulate offline combat when they are defending a target point. If two squads are nearby but waiting at different smart terrains, they will not engage in offline combat.
Enable Offline News Events
When enabled, you will receive offline news updates whenever a friendly squads enter offline combat, enter online combat, or a base is taken/lost by/from a friendly faction.
Offline News Display Percentage
A number between 0 and 100; Warfare will only display this percentage of offline news messages.
Randomize Squad Member Count
Min Squad Member Count
Max Squad Member Count
Factions Keep Last Base
Zombie Mode
Target Faction Stronger Priority
Target Faction Weaker Priority
Target Faction Resource Priority
Level (Great Swamps) Priority
Level (Darkscape) Priority
Level (Cordon) Priority
Level (Garbage) Priority
Level (Aprogrom) Priority
Level (Darkvalley) Priority
Level (Rostok) Priority
Level (Wild Territory) Priority
Level (Army Warehouses) Priority
Level (Yantar) Priority
Level (Dead City) Priority
Level (Limansk) Priority
Level (Radar) Priority
Level (Red Forest) Priority
Level (Deserted Hospital) Priority
Level (Pripyat) Priority
Level (Chernobyl NPP (South)) Priority
Level (Sarcofag) Priority
Level (Monolith Control Center) Priority
Level (Chernobyl NPP (North)) Priority
Level (Generators) Priority
Level (Zaton) Priority
Level (Jupiter) Priority
Level (Outskirts) Priority
Level (Jupiter Underground) Priority
Level (Truck Cemetery) Priority
Warfare Azazel Mode Settings
Azazel Mode
Respawn as Companion
Respawn as Member Faction
Respawn as Ally Stalker
Respawn as Neutral Stalker
Respawn as Enemy Stalker
Respawn as Nearest Stalker
Companion Respawn Distance Factor
Faction Member Respawn Distance Factor
Friend Respawn Distance Factor
Ally Respawn Distance Factor
Neutral Respawn Distance Factor
Enemy Respawn Distance Factor
Min. Companion Respawn Distance
Max. Companion Respawn Distance
Min. Faction member Respawn Distance
Max. Faction Member Respawn Distance
Min. Ally Respawn Distance
Max. Ally Respawn Distance
Min. Neutral Respawn Distance
Max. Neutral Respawn Distance
Min. Enemy Respawn Distance
Max. Enemy Respawn Distance
From missions and death reports, to daily jokes and banter, stalkers communicate for all kind of reasons. The following settings allow you to filter the type of messages your PDA will receive.
HUD Messages Duration (seconds)
SOS/Death Reports (Enemy Raid)
SOS/Death Reports (Mutant Raid)
Death Reports and Discoveries
Death Reports (Obituaries)
Tips News
Threats
Artefact Discoveries
Helicopter requests
Loot Found
Special News Time Cycle (seconds)
Stalker Reactions
Weather Gossip
Time Gossip
Nearby Activities Gossip
Zombie Communication Attempts
Bounties Gossip
Task News Time (seconds)
Random Banter
Faction Activities
Zone Activities
Corpse Discoveries
Emission Predictions
Random News Time Cycle (seconds)
Companion Banter
Companion Banter Time Cycle (seconds)
Other Settings
Language
Discord Status
If you're connected to discord while this option is enabled, your game status will appear on your profile for everyone to see.\n
Info shown: level, active task, faction, health and game Mode
Autosave (Level Change)
Autosave (Every 15 mins)
Autosave (Every X mins (0 = disabled))
Quicksave Count
Debug HUD
Debug Map Spots
Shows map markers for all squads in the Zone, with additional debug info.
Debug Error Notifications
Shows a notification on HUD if an error is logged in console.
Experimental feature allowing silent takedowns of unaware npcs.\n
To perform a stealth kill you need to hit a npc with a suitable weapon (by default the Spetnaz Switchblade or a headshot with a suppressed gun) without either you or the victim being seen by any other npc.\n
If successful the npc will die without alerting nearby allies and friends, however if anybody sees you near the killed npc too soon they will realize you murdered them and everyone will react as usual.\n
This feature is disabled by default because it's still a work in progress and can severely impact balance (due to the ability of freely killing friendly npcs if done properly or to clear enemy bases when disguised).
Enable Silent Kills
Allow Melee Weapon Silent Kills
All Melee Weapons (Silent Kill Valid)
If unchecked, a melee weapon can be used for a silent kill only if its "can_stealth_stab" config value is true. By default only the Spetnaz Switchblade.
Suppressed Guns (Silent Kill Valid)
Gun Headshot Necessary for Silent Kill
Suspicion Time After Silent Kill
How much time being seen near a corpse you killed can cause other npcs to discover you.
Corpse Discovery (Player Distance)
How close the player must be to a silently killed npc to be recognized as the killer by other npcs.
Melee Silent Kills (Minimum Witness Distance)
A melee stealth kill attempt will always fail (decreases with rain) if there are any npcs near you or beside the victim within this distance (meters).
Gun Silent Kills (Minimum Witness Distance)
A melee stealth kill attempt will always fail (decreases with rain) if there are any npcs near you or beside the victim within this distance (meters).
Sale Minimum Item Condition
This is the value in %% that the item condition must be to be accepted by traders.\n
If set to 0, the minimum condition of items is decided by each trader's config file.