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VantageDocumentation

Tuning

Every global number lives in one asset, VtTuning. The package ships defaults in Runtime/Resources/Vantage/VtTuning.asset. To change them, create your own with Create → Vantage → Tuning, save it as Assets/Resources/VtTuning.asset, and your copy is used instead. Package updates never touch it.

To keep the asset somewhere else, reference it from a boot scene and hand it over before gameplay starts:

VtTuning.OverrideInstance(myTuning);

The values are grouped into combat clamps, abilities, projectiles, threat, multiplayer, party, dropped items, chat, guilds, friends, mail, movement feel and server-authoritative movement. Every field, its default, allowed range and what it changes: Tuning reference.

The armor formula

Damage after armor is damage × K / (K + armor), where K is Armor K. With the default of 100, 100 armor halves damage and 300 armor cuts it to a quarter. Lower K makes each armor point stronger.

Attack type versus armor type

The multiplier table for attack types against armor types is VtDamageMatrix in code. Only cells that differ from 1.0 are listed. See Extending for adding rows.

Reading tuning from code

VtTuning.Instance.globalCooldown;
VtCombatConstants.ArmorK;          // read-only facade over the same asset
VtMovementConstants.Acceleration;

Nothing is assignable at runtime. Tests swap the whole asset instead, see Testing.