SETTINGS APPLY TO ALL Visual Basic Advanced UI/HUD Player Weather Night Sound General Environment Radio Control Keybinds Gameplay Progression Difficulty Gameplay Difficulty Disguise Fast Travel Backpack Travel Others The Zone Events Warfare Azazel Stalker Bandits Clear Sky Military Freedom Duty Ecologists Mercenaries Monolith Renegades Sin UNISG Zombified Dynamic News APPLY RESET DEFAULT CANCEL PRESET You have (%s) pending changes. Progression Difficulty factors are only accessible in a loaded game. Gameplay Difficulty factors are only accessible in a loaded game. Changes saved\n Restart your game to take effect. Changes are saved Pending changes will be discarded.\n Continue? 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. Rendering Distance 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). Rendering Quality 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 Grass Density Grass Rendering Distance Grass Size Grass Shadows Grass Shadow Lighting 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 Effects 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). Stealth Kills 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.