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ScrnBalance ini

Oct 26th, 2013
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  1. [ScrnBalanceSrv.ScrnBalance]
  2.  
  3. ####################################################################
  4. # PERK LEVEL BALANCE
  5. ####################################################################
  6.  
  7. # Automatically lowers perks, which are too high for the current difficulty
  8. # and raises perks, that are too low. So you can split visual and bonus
  9. # parts of the perks (players will see 2 perk icons on the HUD).
  10. # Level caps still allows perk progression.
  11. BonusLevelNormalMax=3
  12. BonusLevelHardMin=2
  13. BonusLevelHardMax=4
  14. BonusLevelSuiMin=4
  15. BonusLevelSuiMax=6
  16. BonusLevelHoeMin=5
  17. BonusLevelHoeMax=6
  18.  
  19. # Comment the lines above and uncomment below to disable bonus level caps
  20. # BonusLevelNormalMax=255
  21. # BonusLevelHardMin=0
  22. # BonusLevelHardMax=255
  23. # BonusLevelSuiMin=0
  24. # BonusLevelSuiMax=255
  25. # BonusLevelHoeMin=0
  26. # BonusLevelHoeMax=255
  27.  
  28. # If you're using perk progression above level 6, you can set up additional
  29. # requirement scaling for that.
  30. # >1.0 - slower progression
  31. # <1.0 - faster progression, e.g. 0.5 = twice faster
  32. Post6RequirementScaling=0.71
  33.  
  34. # Scale Support's welding point requirement, e.g. 0.5 = half lower req.
  35. WeldingRequirementScaling=1.0
  36.  
  37. # Additional scaling to Commando's Stalker kill requirement.
  38. # Before lowering it take in mind that each Shiver kill can give up to 2 points
  39. # to this progression too (first for decapitaion, second for kill).
  40. StalkerRequirementScaling=1.0
  41.  
  42. # If headshot damage dealth with Sharpshooter's weapon exceeds this value,
  43. # then SS gets +1 to perk progression, even if victim isn't decapitaded yet.
  44. # This was made to encourage Shaprshooter focusing on big targets with sniper rifles
  45. # not farm kills with pistols
  46. SharpProgMinDmg=1000
  47.  
  48. # Level requirement balance for Medic and Sharpshooter:
  49. # 0 - ScrN Classic: easy progression for levels above 6.
  50. # Not recomended. Left only for backward compatibility.
  51. # 1 - ScrN Balanced (v5 recomended): All Medic level requirements balanced with other perks.
  52. # Level 6 left @ 100k while level 5 raised to 50k, level 4 - 25k etc.
  53. # Medic's Level 7+ progression is more than a twice harder than in ScrN Classic, but
  54. # still easier than in ServerPerks.
  55. # Sharpshooter's Level 7+ progression made slightly harder.
  56. # 2 - All perk requirements will be set exactly the same as in ServerPerks.
  57. ReqBalanceMode=1
  58.  
  59.  
  60. # Additionally raise max bonus level cap, if extra players join in.
  61. # Of player count is below or equal with 6, level cap will be set to default one
  62. # (depending from difficulty setting, e.g. BonusLevelHoeMax)
  63. # If player count exceeds 6, level cap raises 1 level per extra player
  64. #
  65. # Dynamic Level Cap doesn't affect Hardcore Level!
  66. bDynamicLevelCap=True
  67.  
  68.  
  69. ####################################################################
  70. # Additional balance for 7+ player games
  71. ####################################################################
  72. # Zed spawn rate increase per each player above 6,
  73. # comparing to original spawn rate (in percent).
  74. # 0.00 - no increase (same spawns as in 6p game)
  75. # 0.25 - 25% faster zed spawns per each player above 6 (double faster spawns in 10p game)
  76. # 1.00 - double zed spawn per each player above 6 (5x faster spawns in 10p game)
  77. Post6ZedSpawnInc=0.25
  78.  
  79. # Ammo box spawn chance increase per each player above 6.
  80. # 0.00 - no incease
  81. # 1.00 - double increase
  82. # 0.20 - 20% increase
  83. # For example, by default there is 25% ammo box spawn chance on HoE.
  84. # With 20% increase in 10-players game, spawn chance will be:
  85. # 0.25 + (0.25 * 4 * 0.20) = 0.45 = 45% chance that ammo box will be
  86. # spawned = 80% increase to default ( 4 extra players * 20% each)
  87. Post6AmmoSpawnInc=0.20
  88.  
  89. # How many zeds to add per each player above 6 (in percent of default wave size)
  90. # Works only if bAlterWaveSize=true.
  91. # Default KF game value = 0.80, which is way too much.
  92. # For comparison, value for 5th and 6th player is 0.50
  93. Post6ZedsPerPlayer=0.40
  94. bAlterWaveSize=true
  95. # Max number of zeds in wave
  96. MaxWaveSize=800
  97. # Min numbers of players to be used in calculation of zed count in wave
  98. FakedPlayers=1
  99.  
  100. # Max numbers of specimens, which can exist on the map at the same time.
  101. # Works only for regular waves (Short, Medium, Long).
  102. # In Sandbox mode this can be set in KillingFloor.ini
  103. # Hardcoded minumum = 8.
  104. # Warning! Setting higher values can cause lags and game crashes!
  105. MaxZombiesOnce=32
  106.  
  107.  
  108.  
  109. ####################################################################
  110. # MONEY BALANCE
  111. ####################################################################
  112.  
  113. # Adjust weapon prices and discounts, so initial inventory for all perks
  114. # would be the same
  115. bSpawnBalance=True
  116.  
  117. # Initial inventory costs nothing, i.e. players don't get any dosh for selling it
  118. bSpawn0=False
  119.  
  120.  
  121.  
  122. ####################################################################
  123. # WEAPON BALANCE
  124. ####################################################################
  125.  
  126. # General weapon balance. You can enable/disable balance for every gun individually
  127. # by replacing ScrnBalance version back to KFMod in ServerPerks.ini
  128. bWeaponFix=True
  129.  
  130. # Replaces weapon pickups spawned on the map (or dropped by players)
  131. # with ScrN version.
  132. # Set it to False if you're using some KFMod weapons instead of ScrN.
  133. bReplacePickups=True
  134. # Replace pickups in Story (Objective) Mode?
  135. bReplacePickupsStory=True
  136.  
  137. # Alternate Burning Mechanism. Zeds take more fire DoT in the begining, but burn
  138. # less amount of time. New fire damage received extends burning time.
  139. bAltBurnMech=True
  140.  
  141. # Balance the game for Gunslinger Perk
  142. bGunslinger=True
  143.  
  144. # Replace hand grenades with ScrN version, allowing to "cook" them
  145. bReplaceNades=True
  146.  
  147. # Armor weights 1 block instead of hand grenades. Players without armor
  148. # can carry more stuff. Forces bReplaceNades=True
  149. bShieldWeight=False
  150.  
  151. # Allow clients to see damage numbers on the screen?
  152. bShowDamages=True
  153.  
  154.  
  155.  
  156. ####################################################################
  157. # Version 5 features
  158. ####################################################################
  159.  
  160. # Works the sama as Marco's KFMaxPlayers
  161. # 0 - don't force max players
  162. ForcedMaxPlayers=20
  163.  
  164. # Force players to use the server setting
  165. bForceManualReload=False
  166. bManualReload=False
  167.  
  168. # Makes game more hardcore (i.e. will make later).
  169. # Reserved for a future use, set it to true if you're always feeling game is
  170. # too easy for you.
  171. # Currently it only disables "Blue lasers for teammates" setting
  172. bHardcore=False
  173.  
  174. # Participate in Beta to test new, uncorfirmed features
  175. bBeta=False
  176.  
  177. # Replace heads-up display with ScrN version.
  178. # It is strictly recommended to use ScrN HUD in ScrnBalance games!
  179. # Set it to false only if you have compatibility issues with other mutators.
  180. # Disabling ScrN HUD disables such ScrN features like low ammo warning,
  181. # show damage, speed, displaying cowboy mode indicator etc.
  182. bReplaceHUD=True
  183. # Replaces Scoreboard
  184. bReplaceScoreBoard=True
  185.  
  186. # If bBroadcastPickups=True, BroadcastPickupText will be broadcasted to players
  187. # every time someone picks up a weapon which belongs to somebody else.
  188. # Weapons with no sell value are not broadcasted.
  189. # BroadcastPickupText can contain the following variables:
  190. # %p - player's name, who picked up the weapons
  191. # %w - weapon name
  192. # %o - owner's name (player who dropped this weapon)
  193. # %$ - weapon's sell value
  194. bBroadcastPickups=True
  195. BroadcastPickupText=%p picked up %o's %w ($%$).
  196.  
  197. # Allows players to lock their dropped weapons.
  198. # Locked weapons can not be picked up by other players.
  199. # Players who locked their weapons can not pick up other another's weapons.
  200. # So player can lock weapons just to prevent picking up other guns.
  201. # Players can lock their weapons from ScrN Settings GUI page or by
  202. # using new console commands: LockWeapons, UnlockWeapons, ToggleWeaponLock.
  203. # The next example toggles weapon lock by pressing "L" key:
  204. # set input L ToggleWeaponLock
  205. # Weapons having SellValue=0 can not be locked (e.g. initial weapons)
  206. bAllowWeaponLock=True
  207.  
  208. # Automatically kicks players without perk (or got the "Perk Bug")
  209. bAutoKickOffPerkPlayers=True
  210.  
  211. # Event number:
  212. # 0 - Default zeds
  213. # 1 - Summer (circus) zeds
  214. # 2 - Halloween (new) zeds
  215. # 3 - Xmas zeds
  216. # 255 - Forces regular zeds. Ignores current KF event or map infos.
  217. EventNum=2
  218. # Force the event. Set it to true to enable event zeds outside official event's period of time.
  219. # WARNING! Tripwire strips out event zeds from time to time. For example, in v1051
  220. # there are only regular and Summer zeds. If you force Xmas or Halloween event, no
  221. # zeds will be spawned at all!
  222. bForceEvent=False
  223.  
  224. # Ability to create custom events with own monster collection
  225. # Custom event numbers must be between 100 and 199!
  226. # CustomEvents=(EventNum=100,MonstersCollection="ScrnBalanceSrv.Doom3MonstersCollection",ServerPackages=("ScrnDoom3KF"))
  227.  
  228.  
  229. # Use MapInfo to set individual settings for each map:
  230. # MapName Map file name without extention (.rom)
  231. # MaxZombiesOnce Max numbers of specimens, which can exist on the map at the same time.
  232. # Difficulty Map difficulty comparing to average:
  233. # -1.00 easiest, lame, perk farming map
  234. # -0.50 easy to win, but not so lame as above
  235. # -0.25 less challenging, but not as easy as walk in the park
  236. # 0.00 average KF map
  237. # 0.25 slightly harder than normal
  238. # 0.50 Tought one. You need excellent teamwork and skills to win this
  239. # 1.00 Insane difficulty. You have no idea how to survive on this map.
  240. # ForceEventNum Force event zeds for this map. See EventNum for details.
  241. # 0 = do not force the event. Use 255 to force regular zeds.
  242. # If bForceEvent=False, this value will be ignored.
  243. # It is not necessary to specify all fields. If field is skipped, default value will be used.
  244. # Some examples:
  245. # MapInfo=(MapName="KF-AbusementPark",Difficulty=0.25,ForceEventNum=1)
  246. # MapInfo=(MapName="KF-Hellride",Difficulty=-0.25,ForceEventNum=1)
  247. # MapInfo=(MapName="KF-Steamland",ForceEventNum=1)
  248. # MapInfo=(MapName="KF-Manor",MaxZombiesOnce=32,ForceEventNum=255)
  249.  
  250.  
  251. # Got tired from plonkers, who are running from the team and camping zeds spawns,
  252. # making early waves boring? Vote for spawning a special squad to kill them, e.g.:
  253. # mvote SPAWN KillSquad
  254. # You can setup as many squads as you want.
  255. # Note that voted zeds will spawn in random places and will follow random players,
  256. # not necessary the plonker you voted them for. But killing 4 husks by a team is much
  257. # easier than by solo zerker ;)
  258. # Examples:
  259. # VoteSquad=(SquadName="KillSquad",MonsterClass="KFChar.ZombieHusk",NumMonsters=4)
  260. # VoteSquad=(SquadName="WipeSquad",MonsterClass="FemaleFPZED_v075.FemaleFP",NumMonsters=2)
  261. # VoteSquad=(SquadName="WipeSquad",MonsterClass="KFChar.ZombieSiren",NumMonsters=2)
  262.  
  263.  
  264.  
  265.  
  266. ####################################################################
  267. # Achievements
  268. ####################################################################
  269. # Achievement settings:
  270. # 1 - Use achievements
  271. # 2 - Hard map achievements (server uses custom or/and super zombies
  272. # 4 - Suicidal map achievements (server uses HardPat or SuperHat
  273. # 8 - Hell On Earth map achievements (server uses DooM3 monsters)
  274. # Take a calculator and sum values of the features you want to use
  275. # Write down the sum:
  276. AchievementFlags=255
  277.  
  278. # Force ServerPerks to update Perk DB, after achievement earning
  279. bSaveStatsOnAchievementEarned=True
  280.  
  281. # Tell other players that somebody earned an achievement
  282. bBroadcastAchievementEarn=True
  283.  
  284. # EndGameStatBonus allows to boost perk stats gained during
  285. # the game, if it has been won.
  286. # bStatBonusUsesHL allows to use Hardcore Level in calculation.
  287. # For example, if EndGameStatBonus=0.5 and bStatBonusUsesHL=False.
  288. # players gain 50% perk stat bonus for winning the game, i.e. if
  289. # player scored 100K shotgun damage, additional 50K will be added
  290. # to Support Spec.'s perk progress.
  291. # If bStatBonusUsesHL=True, EndGameStatBonus will be multiplied by
  292. # game's hardcore level (type MUTATE HL in console to check).
  293. # For example, if bStatBonusUsesHL=True and EndGameStatBonus=0.075
  294. # players will gain 75% stat bonus, if hardcore level = 10
  295. # or 112.5%, if hardcore level = 15
  296. #
  297. # StatBonusMinHL stores minimal hardcore level on the server, which
  298. # will be subtracted from HL in end game bonus calculation, i.e.
  299. # (HL - StatBonusMinHL) * EndGameStatBonus
  300. # End Game Bonus will be granted only if it is >= 10%
  301. EndGameStatBonus=0
  302. bStatBonusUsesHL=False
  303. StatBonusMinHL=0
  304.  
  305.  
  306.  
  307. ####################################################################
  308. # Voting
  309. ####################################################################
  310. bAllowVoting=True
  311.  
  312. bAllowPauseVote=True
  313. # Allow pause voting (mvote PAUSE 60) only during trader time
  314. bPauseTraderOnly=True
  315.  
  316. # mvote LOCKPERK DEMOLITIONS
  317. bAllowLockPerkVote=True
  318.  
  319. # If players voted to end current trader time, then skipped time can
  320. # be added to the next one. SkippedTradeTimeMult determines how much
  321. # of the skipped time can be added:
  322. # 1 - full time will be added,
  323. # 0.5 - add only half of the skipped time to the next trader time
  324. # 0 - do not add any time
  325. # -1 - disable end trade voting
  326. SkippedTradeTimeMult=1
  327.  
  328. # Allows kick-voting players, e.g.
  329. # mvote KICK PLAYER_NAME (lame play)
  330. bAllowKickVote=True
  331.  
  332. # Allows blaming players, e.g.
  333. # mvote BLAME PLAYER_NAME (lame play)
  334. # Blaming has no real affect, just notifies player that he's doing
  335. # something wrong
  336. bAllowBlameVote=True
  337.  
  338. # If games feels boring, allows players to vote "mvote BORING" to
  339. # double zed spawn rate. This can be voted multiple times, but
  340. # can't be rolled back. Zed spawn rates are reset, if player dies,
  341. # and at the end of each wave.
  342. bAllowBoringVote=True
  343.  
  344. # If last monsters got stuck on the map, player can vote to auto-kill
  345. # them by using "mvote END WAVE" command.
  346. # MaxVoteKillMonsters is the max number of monsters that can be
  347. # auto-killed. End wave voting is disabled, when there are more zeds left.
  348. # Setting MaxVoteKillMonsters=0 completely disables end wave voting
  349. MaxVoteKillMonsters=0
  350. # If total base health of all monsters exceeds MaxVoteKillHP,
  351. # then vote fails. Note that base (default) health is taking in
  352. # count, not the current one (player and difficulty multipliers are excluded)
  353. MaxVoteKillHP=2000
  354. # If bVoteKillCheckVisibility=True, then monsters can't be auto-killed, if
  355. # some of them can see player
  356. bVoteKillCheckVisibility=True
  357. # After end wave vote succeeds, team receives money penalty, which
  358. # depends from killed monsters' ScoringValue and VoteKillPenaltyMult
  359. # For example, if team votes to kill 2 Fleshpounds, each of them having
  360. # ScoringValue=200, and VoteKillPenaltyMult=5, then team will be penalized
  361. # by (200+200)*5=$2000.
  362. VoteKillPenaltyMult=5
  363.  
  364.  
  365.  
  366. ####################################################################
  367. # Custom Weapon Support
  368. ####################################################################
  369.  
  370. # PerkedWeapons=<Perk Index>:<Weapon Class Name>[:<Bonuses>]
  371. # , where:
  372. # <Perk Index>:
  373. # 0 - Medic
  374. # 1 - Support spec.
  375. # 2 - Sharpshooter
  376. # 3 - Commando
  377. # 4 - Berserker
  378. # 5 - Firebug
  379. # 6 - Demolitions
  380. # 7 - Gunslinger
  381. # <Weapon Class Name> - Full class name of weapon, including package name.
  382. # Weapon class names can be retrieved from .ucl files.
  383. # Keep in mind, that you need to specify WEAPON class name, not the PICKUP class (as you do in ServerPerks.ini)
  384. # <Bonuses> - list of key letters, granting individual bonuses:
  385. # $ - discount (both on weapon and ammo)
  386. # W - weapon's general bonuses (reload, recoil)
  387. # P - Primary fire damage bonus
  388. # S - Secondary (alternate) fire damage bonus
  389. # A - Primary fire ammo bonuses (magazine, total)
  390. # B - Secondary fire ammo bonus (total ammo)
  391. # D - override primary damage type with perk's default one (enable perk progression).
  392. # d - override secondary damage type with perk's default one
  393. # * - mark weapon as a special one:
  394. # Sharpshooter gets fire rate bonus for spec.weap.
  395. # Gunslinger can act in Cowboy Mode while holding spec.weap.
  396. # If <Bonuses> are ommited, all bonuses will be granted, except D|d|*.
  397. # You always need to specify those switches, if you want to override damage types.
  398. # You can grant only those bonuses, which perk provides. For example, you can't add
  399. # damage bonus for Medic, or reload bonus for Support Spec, or ammo discount for Gunslinger.
  400. # There are extra requirements for some perks too, like Berserker can have bonuses only
  401. # for melee weapons, Demo - damage bonus is applied only on explosive damage types.
  402.  
  403. # Tommy Gun moved to Firebug
  404. PerkedWeapons=5:KFMOD.ThompsonSMG:W$AD
  405.  
  406. # Custom perk indicies are starting with 10
  407. # Correct perk index can be checked out in KillingFloor.log
  408. # after a game launch (searcn by ScrnBalance keyword)
  409. # In Version 5 perk index can be specified manualy before the perk class name,
  410. # delimiting it with ":". Custom perk index must be between 10 and 255!
  411.  
  412. CustomPerks=11:ScrnSentryTech.ScrnVetSentryTech
  413. PerkedWeapons=11:SentryTechWeapV111.IncendiaryPipeBomb:WP$AD
  414. PerkedWeapons=11:SentryTechWeapV111.TechPipeBombExplosive:WP$AD
  415. PerkedWeapons=11:SentryTechWeapV111.G36CAssaultRifle:WP$AD
  416. PerkedWeapons=11:SentryTechWeapV111.DoomSentryBot:WP$AD
  417. PerkedWeapons=11:SentryTechWeapV111.MedicSentryBot:WP$AD
  418. PerkedWeapons=11:SentryTechWeapV111.PTurret:WP$AD
  419. PerkedWeapons=11:SentryTechWeapV111.BioLauncher:WP$AD
  420. PerkedWeapons=11:SentryTechWeapV111.TechFlaregun:*
  421. PerkedWeapons=11:SentryTechWeapV111.ShockRifle:WP$AD
  422. PerkedWeapons=11:SentryTechWeapV111.MachinePistol:WP$AD
  423. PerkedWeapons=11:SentryTechWeapV111.MachineDualies:WP$AD
  424. PerkedWeapons=11:SentryTechWeapV111.USCMSentry:WP$AD
  425. PerkedWeapons=11:SentryTechWeapV111.TechM7A3MMedicGun:WP$AD
  426. #PerkedWeapons=11:SentryTechWeapV111.PlasmaCutter:WP$AD
  427. PerkedWeapons=11:SentryTechWeapV111.HL_GravityGun:WP$AD
  428. PerkedWeapons=11:SentryTechWeapV111.HL_RPG:WP$AD
  429. PerkedWeapons=11:KFMod.ZEDGun:WP$ABD
  430. PerkedWeapons=11:KFMod.ZEDMKIIWeapon:WP$ABD
  431.  
  432. ####################################################################
  433. # Uncomment the following lines (remove leading #)
  434. # if you're using Brute (Heavy) Gunner perk
  435. ####################################################################
  436. #CustomPerks=10:ScrnBruteGunnerN.ScrnVetBruteGunnerPerk
  437. PerkedWeapons=10:KFMod.GoldenAK47AssaultRifle:W$APD
  438. PerkedWeapons=10:BruteGunnerWeapV111.BruteSA80LSW:W$APD
  439. PerkedWeapons=10:BruteGunnerWeapV111.BruteRPK47MachineGun:W$APD
  440. PerkedWeapons=10:BruteGunnerWeapV111.BrutePKM:W$APD
  441. PerkedWeapons=10:BruteGunnerWeapV111.BruteChainGun:W$APD
  442. PerkedWeapons=10:BruteGunnerWeapV111.BruteM249:W$APD
  443. PerkedWeapons=10:BruteGunnerWeapV111.BruteM41AAssaultRifle:W$PD
  444. PerkedWeapons=10:BruteGunnerWeapV111.BruteAUG_A1AR:W$P
  445. ####################################################################
  446.  
  447. ####################################################################
  448. # Uncomment the following lines (remove leading #)
  449. # if you're using ScrN Brute (Heavy) Gunner Perk'n'Weapons edition
  450. ####################################################################
  451. CustomPerks=10:ScrnBruteGunnerPNW.ScrnVetBruteGunnerPerk
  452. ####################################################################
  453.  
  454. ####################################################################
  455. # Custom weapons made by "Operaciya Y" (killingfloor.ru)
  456. # Colt originaly made by Michael ‘Whisky’ Gartley
  457. # HopMines originaly made by Marco
  458. # Balanced by PooSH
  459. # Weapon package used privately on ScrN servers
  460. ####################################################################
  461. #PerkedWeapons=1:ScrnWeapons.Saiga12c
  462. #PerkedWeapons=2:ScrnWeapons.VSSDT
  463. #PerkedWeapons=2:ScrnWeapons.SVDc
  464. #PerkedWeapons=3:ScrnWeapons.ThompsonSubmachineGun:W$P
  465. #PerkedWeapons=3:ScrnWeapons.AKC74AssaultRifle
  466. #PerkedWeapons=3:ScrnWeapons.VALDTAssaultRifle
  467. #PerkedWeapons=3:ScrnWeapons.HK417AR
  468. #PerkedWeapons=5:ScrnWeapons.M202A1RL:W$P
  469. #PerkedWeapons=6:ScrnWeapons.HopMineLchr
  470. #PerkedWeapons=6:ScrnWeapons.RPG:DW$PA
  471. #PerkedWeapons=6:ScrnWeapons.M202A2RL
  472. #PerkedWeapons=7:ScrnWeapons.Colt:DW$PA
  473. ####################################################################
  474.  
  475. # Horzine Rocket Launcher
  476. #PerkedWeapons=6:HRL.HRL
  477.  
  478.  
  479.  
  480.  
  481. ####################################################################
  482. # Custom Monster Balance
  483. # Requires additional mutator:
  484. # http://steamcommunity.com/sharedfiles/filedetails/?id=98914871
  485. ####################################################################
  486. [ScrnMonstersMut.ScrnMonstersMut]
  487. BrutePkgName=KFBruteFinal_014
  488. ShiverPkgName=Shiver014
  489. JasonPkgName=Jason_Vorhees
  490. FemaleFPPkgName=FemaleFPZED_v081
  491. bAddBrutes=True
  492. bAddShivers=True
  493. bAddJasons=True
  494. bAddFemaleFP=True
  495. bHardPat=True
  496. # allow voting to enable/disable particular monsters, e.g.:
  497. # mutate vote Brute on
  498. bAllowVoting=True
  499. bLockBrutes=False
  500. bLockShivers=False
  501. bLockJasons=False
  502. bLockFemaleFP=False
  503. bLockHardPat=False
  504.  
  505. [ScrnBalanceSrv.ScrnPlayerInfo]
  506. # Perk stats to exclude in end game bonus calculation.
  507. # For more info see EndGameStatBonus.
  508. #ExcludeBonusStats=Ach
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