Configuration

Configuration

All parameters are loaded from the {game}/x64/scripts/config/TheInsurgentsScalableFoesConfig.lua file when opening the game.

This configuration file can be modified via any text editor. The following configuration is the default and equivalent to not scaling any stats at all:

Default Configuration
local function config(stats)
  local statMultipliers = {
    --{stat, defaultMul, additiveMul}
    --{stats.maxHp, 2.00, 2.00}
  }

  return statMultipliers
end

return config

Below is a list of all configurable options and what they are used for:

Stat

The type of stat the multipliers will be applied to (e.g. Max HP).

Identifier
Name

0

Max HP

1

Max MP

2

Strength

3

Magick Power

4

Vitality

5

Speed

6

Attack Power

7

Defense

8

Magick Resist

9

Evade (Parry)

10

Evade (Weapon)

11

Evade (Shield)

12

Magick Evade (Shield)

13

Experience

14

License Points

15

Clan Points

16

Gil

17

Level

Default Multiplier

The multiplier used for the default stat of a foe.

For example, if a foe has 20 strength and a multiplier of 2.00 is used, the final value will be 40.

Additive Multiplier

The multiplier used for the additive stat of a foe.

The same example from above applies here.

Level Cap

The default and additive multipliers for the level work differently than the ones for the other stats.

The additive level of a foe will always take precedence over its default level. Otherwise it would result in a foe spawning weaker than usual if a too high default level multiplier was used.

To ensure this, each level type will be capped to the following values:

Max Default Level: 99

Max Additive Level: 98

Max Final Level: 99

Below is a table with examples on how the capping works:

Def Lvl (Orig)
Add Lvl (Orig)
Def Lvl (Cap)
Add Lvl (Cap)
Final Lvl Range

1

2

1

2

1 - 3

90

10

89

10

89 - 99

99

1

98

1

98 - 99

1

99

1

98

1 - 99

99

99

1

98

1 - 99

Notes

The strength of a foe is mostly not determined by its level, but rather by its stats, especially the additive ones. The level of a foe is only used in a few formulas to calculate the damage it does or receives.

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