Difficulty presets - veerserif/GAMMA-manual GitHub Wiki
Last updated 2025-05-01
G.A.M.M.A. comes with six difficulty presets, three for gameplay difficulty and three for progression difficulty. Since the in-game presets are only for Anomaly, you currently cannot change difficulty after starting a game. Below are the different difficulty settings reproduced in case you do want to tweak or change values after the start of a game.
TIP: You can hover over any setting for a tooltip that explains its effect.
G.A.M.M.A. is balanced around the Hard/Survivalist presets.
Hidden difficulty modifiers
There is a hidden outgoing damage multiplier, set according to the chosen difficulty preset, present in the script file grok_bo.script
. This file is provided by the mods Grok's Ballistic Overhaul and G.A.M.M.A. Close Quarter Combat. This multiplier is only present in G.A.M.M.A. Close Quarter Combat. This means that at easier difficulty presets, the player will do more damage, and at higher presets, the player will do less damage.
- Easy: x1.3
- Medium: x1.05
- Hard: x0.9
- Master (console-only): x0.8
The mod G.A.M.M.A. Actor Damage Balancer also applies a damage reduction multiplier based on the difficulty setting, specifically the "Player Protection" value of each preset. At each difficulty it multiplies incoming damage by a flat multiplier:
- Easy: x0.65
- Medium: x0.8
- Hard: x1.0
- Master (console-only): x1.2
This difficulty number (and therefore damage multiplier) is set at the start of the game, according to your chosen difficulty preset. There is no way of changing the hidden outgoing damage multiplier without starting a new game.
The setting "Bullet Hit Power Factor" has only affects player damage to mutants in G.A.M.M.A. "Player Protection" does not increase damage done by anyone. Both of these systems are totally overwritten by the hidden multipliers listed above.
This dictates things like damage dealt and received by the player, carry weight, stamina loss, and how easy it is to detect radiation and anomalies.
The setting "Bullet Hit Power Factor" has only affects player damage to mutants in G.A.M.M.A.
Setting name | Value |
---|---|
Player Protection | Great |
Bullet Hit Power Factor | 1 |
Enemy Dispersion Base | 2.3 |
Enemy Dispersion Factor | 3.2 |
Stamina Loss Factor | 0.3 |
Max Carry Weight | 50 |
Radioactive Air During Daytime | Disabled |
Radiation Clicks (Geiger Counter Only) | Disabled |
Anomaly Detector Sound | Disabled |
Setting name | Value |
---|---|
Player Protection | Good |
Bullet Hit Power Factor | 1 |
Enemy Dispersion Base | 2 |
Enemy Dispersion Factor | 2.2 |
Stamina Loss Factor | 0.3 |
Max Carry Weight | 50 |
Radioactive Air During Daytime | Disabled |
Radiation Clicks (Geiger Counter Only) | Disabled |
Anomaly Detector Sound | Disabled |
Setting name | Value |
---|---|
Player Protection | Average |
Bullet Hit Power Factor | 1 |
Enemy Dispersion Base | 1.7 |
Enemy Dispersion Factor | 1.7 |
Stamina Loss Factor | 0.3 |
Max Carry Weight | 50 |
Radioactive Air During Daytime | Disabled |
Radiation Clicks (Geiger Counter Only) | Enabled |
Anomaly Detector Sound | Disabled |
This dictates things like trade prices, mechanic prices, loot chances, goodwill gain, quest rewards and weapon degradation. Note that trader and mechanic restock cycles are currently bugged. Mechanics restock after 0.25x restock time, and other traders restock after 0.5x restock time. For example, on Survivalist and Scavenger presets, mechanics will actually restock after 12 hours and other traders will restock after 24 hours.
Setting name | Value |
---|---|
Sale Minimum Item Condition | 0 |
Earned Goodwill Factor | 1.4 |
Money Rewards Factor | 1.25 |
Repair Costs Factor | 1 |
Upgrade Costs Factor | 1.3 |
Trade Price (Sell) Factor | 1.25 |
Trade Price (Buy) Factor | 0.75 |
Loot Items Chance Factor | 1.5 |
Loot Money Factor | 1 |
PDA Stash Discovery Chance | 0.4 |
Weapon Degradation Factor | 0.5 |
Battery Power Consumption Factor | 0.5 |
Trader Restock Cycle (hours) | 24 |
Artefact Respawn Chance | 0.3 |
Full-percentage Part System | Enabled |
Limited Bolts? | Enabled |
Outfit Loot Factor | Progressive |
Hidden, unchangeable settings:
-
scope_chance = 0.15
This gives players a 15% chance to find scopes on stalkers' weapons -
arty_chance = 0.30
Undocumented
Setting name | Value |
---|---|
Sale Minimum Item Condition | 0 |
Earned Goodwill Factor | 1.2 |
Money Rewards Factor | 1.1 |
Repair Costs Factor | 1.3 |
Upgrade Costs Factor | 1.6 |
Trade Price (Sell) Factor | 1 |
Trade Price (Buy) Factor | 1 |
Loot Items Chance Factor | 1 |
Loot Money Factor | 0.75 |
PDA Stash Discovery Chance | 0.3 |
Weapon Degradation Factor | 0.75 |
Battery Power Consumption Factor | 0.55 |
Trader Restock Cycle (hours) | 48 |
Artefact Respawn Chance | 0.25 |
Full-percentage Part System | Enabled |
Limited Bolts? | Enabled |
Outfit Loot Factor | Progressive |
Hidden, unchangeable settings:
-
scope_chance = 0.07
This gives players a 7% chance to find scopes on stalkers' weapons -
arty_chance = 0.25
Undocumented
Setting name | Value |
---|---|
Sale Minimum Item Condition | 0 |
Earned Goodwill Factor | 1 |
Money Rewards Factor | 0.9 |
Repair Costs Factor | 1.7 |
Upgrade Costs Factor | 2 |
Trade Price (Sell) Factor | 0.75 |
Trade Price (Buy) Factor | 1.25 |
Loot Items Chance Factor | 1 |
Loot Money Factor | 0.5 |
PDA Stash Discovery Chance | 0.2 |
Weapon Degradation Factor | 1 |
Battery Power Consumption Factor | 1 |
Trader Restock Cycle (hours) | 48 |
Artefact Respawn Chance | 0.2 |
Full-percentage Part System | Enabled |
Limited Bolts? | Enabled |
Outfit Loot Factor | Progressive |
Hidden, unchangeable settings:
-
scope_chance = 0.03
This gives players a 3% chance to find scopes on stalkers' weapons -
arty_chance = 0.20
Undocumented