RulesConfig Reference

From Cyber Knights: Flashpoint Wiki

Rule Configurations

Rule Name Value Rule Description
Max Character Level 42 Maximum level a character can achieve
Max Attribute New Game 6 The maximum Attribute points a Knight can set during New Game
Attribute Pool in New Game 12 The maximum Attribute points a Knight can spend during New Game
Free Respec Window 80 Number of turns after recruitment or start of game that a character can freely respec
Knight Max Implants 7 Maximum number of implants your Cyber Knight can have across all slots
Character Level OVER boost 33 The bonus to give to a character who should be HIGHER level
Character Level Bonus UHUB -20 The % bonus to Team Power Level granted to Underworld Hub recruits
Boost Character Level 10 Starting level for boosted characters
Max Implants 6 Maximum number of implants you can have across all slots
Max Trait Level 4 Traits exist from level 1 to this maximum level, default 4
Character Level Bonus Proc-Gen -20 The % bonus to Team Power Level granted to proc-gen recruits
Max Pending Recruits 2 If there are this many pending recruits, do not offer more
Max Starting Level 1 The level of all starting and recruited characters
Max Character Jobs 2 Maximum number of jobs you can have
Max Characters 14 If there are this many characters in the safehouse, do not offer more
Smoke Maximum Penalty 60 The accuracy penalty given if the combatants are at or below the maximum distance
Smoke Minimum Penalty 25 The accuracy penalty given if the combatants are at or below the minimum distance
Hard Cover Penalty -50 Default -50% for hard cover
Max Injury Time 100 Maximum number of Injury Turns a character can suffer from one or more attacks. 25 days default
Soft Cover Penalty -25 Default -25% for soft cover
Smoke Maximum Penalty Distance 25 At this far, the penalty can get no higher
Smoke Minimum Penalty Distance 5 At this close, the penalty can get no lower
Glancing Distance Limit 5 Within this distance threshold, all hits are considered Glancing
Min Glancing Reduction 30 Minimum % that damage will be reduced in glancing hits
Max Glancing Reduction 70 Maximum % that damage can be reduced in glancing hits
Precision Burst Limit 60 Above this threshold, Precise Burst attacks will always deliver some damage
Glancing Limit 80 Above this threshold, any weapon is gauranteed to score a glancing hit
FA Targets Max 4 Maximum number of targets possible by FA
FA Shots Max 3 Maximum number of attacks allocated to a single target
Default Crit Dmg 50 Default +50% Dmg when getting a Critical
Surprised Bonus 25 Default +25% accuracy for attacking surprised target
Obstructed Penalty -10 Default -10% obstructed
Contact Limit Break Starting Date 60 Before this Game Turn, Contact Limit Breaks are skipped
Contact Exposure Protection Date 60 Before this Game Turn, Proc-Gen Skips do not damage Contacts
Loss of Resale Value 60 Amount to reduce a value of an item for before sale
Max Heat from Sec Level 18 Heat created by security level cannot exceed this value
Heat from Hack Only Mission 6 Flat heat value granted for hack only missions
Heat per Sec Level 2 Heat created per Sec Level during job
Minimum Heat per Job 4 Minimum Heat added to any job regardless of Sec Level
Heat from Security Devices 10 Max heat value that can be generated by security devices
Heat for Pitched Battle 10 Flat heat value granted for pitched battle levels
AI Sleepy Distance 40 How far before players wake up AI
AI Skip Turn Distance 30 How far away from player/dead bodies for an AI to be considered not immediately relevant?
Max Programs on a Deck 10 No Deck can have more than this number of programs
Next Proc-Gen Mission Delay for PL 3 50 Number of turns after a new Story of this type is inserted before another one will even be considered
Next Chatter Delay for PL 3 20 Number of turns after a new Story of this type is inserted before another one will even be considered
Next Recruit Delay for PL 3 60 Number of turns after a new Story of this type is inserted before another one will even be considered
Vignette Base Chance for PL 3 20 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Chatter Base Chance for PL 3 12 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Recruit Base Chance for PL 3 20 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Vignette Turn Rate for PL 3 2 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Chatter Turn Rate for PL 3 5 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Recruit Turn Rate for PL 3 2 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Next Vignette Delay for PL 3 40 Number of turns after a new Story of this type is inserted before another one will even be considered
First Turn for Proc-Gen Mission 60 No proc-gen mission or proc-gen legwork will be offered before this turn count
Proc-Gen Mission Base Chance 50 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Proc-Gen Legwork Turn Rate 3 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Next Vignette Delay 36 Number of turns after a new Story of this type is inserted before another one will even be considered
Next Chatter Delay 12 Number of turns after a new Story of this type is inserted before another one will even be considered
Next Recruit Delay 56 Number of turns after a new Story of this type is inserted before another one will even be considered
Vignette Base Chance 25 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Chatter Base Chance 12 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Recruit Base Chance 25 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Vignette Turn Rate 2 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
First Turn for Any Story to Proc 42 The entire proc-gen story engine waits until this turn has passed to start going
Chatter Turn Rate 5 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Next Proc-Gen Mission Delay 48 Number of turns after a new Story of this type is inserted before another one will even be considered
Proc-Gen Mission Base Chance for PL 3 44 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Proc-Gen Mission Turn Rate 4 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Base Head Hunter Chance 15 Each Head Hunter adds this percentage to the queue
Head Hunter Chance Per Heat 4 This many points of heat results in +1% for Head Hunters
Next Proc-Gen Legwork Delay 60 Number of turns after a new Story of this type is inserted before another one will even be considered
Proc-Gen Legwork Base Chance 20 Once the Delay has passed, this is the starting % chance that another story of this type will be added
Recruit Turn Rate 2 Once the Delay has passed, every turn adding another story of this type becomes this much more likely
Proc-Gen Mission Turn Rate for PL 3 3 Once the Delay has passed, every turn adding another story of this type becomes this much more likely