This page provides a comprehensive reference for all settings available in the difficulty configuration files. To change these you need to mod Overthrow with the Arma Reforger Tools and override the existing configs or add your own.
Four of these settings can also be changed from Overthrow_Config.json without a mod: startingCash, gunDealerSellPriceMultiplier, procurementMultiplier and vehiclePriceMultiplier, when overrideDifficulty is true. See Difficulty. Everything else on this page requires a mod.
Default below means the value a setting takes when a preset does not mention it, which is not always the same as Normal's value. Five presets ship: Easy, Normal, Hard, Extreme and Insane.
nameType: String
Description: The preset's name. This is the value Overthrow_Config.json's difficulty key is matched against, so it has to be spelled exactly: Easy, Normal, Hard, Extreme, Insane.
descriptionType: String
Description: A one-line summary shown when the preset is listed.
showPlayerOnMapType: Boolean
Description: Whether the player's own icon is drawn on the map. All five shipped presets set this on, and it is then overwritten at start-up by the showPlayerPosition key in Overthrow_Config.json, so on a dedicated server the config file has the last word.
startingCashType: Integer
Default: 100
Description: Amount of money a player receives when starting a new character.
Values by Difficulty:
respawnCostType: Integer
Default: 5
Description: Money deducted from the player each time they respawn after death.
Values by Difficulty:
fastTravelCostType: Integer
Default: 5
Description: Flat cost of one fast travel, regardless of distance. Each recruit brought along costs the same amount again. Distance-based pricing belongs to busTicketPrice, not this setting.
Values by Difficulty:
placeableCostMultiplierType: Float
Default: 1.0
Description: Multiplier applied to the cost of placeable items (camps, tents, sandbags, equipment, etc).
Values by Difficulty:
buildableCostMultiplierType: Float
Default: 1.0
Description: Multiplier applied to the cost of buildable structures at a FOB or base.
Values by Difficulty:
vehiclePriceMultiplierType: Float
Default: 1.0
Description: Multiplier applied to vehicle purchase prices, in vehicle shops and when procuring at an owned base.
Values by Difficulty:
realEstateCostMultiplierType: Float
Default: 0.5
Description: Intended as a multiplier on property purchase costs. It is currently not applied to any price. The value is carried in every preset and replicated to clients, but no code path reads it when a house or warehouse is bought or rented, so changing it has no effect in the shipped game. Property prices come from the nearest town's population and stability instead; see Real Estate.
Values by Difficulty:
taxIncomeType: Integer
Default: 25
Description: Money generated per civilian in a town every income tick (every 6 in-game hours). Scaled by the town's stability, and paid only for towns the occupying faction does not hold. See Town Taxes.
Values by Difficulty:
donationIncomeType: Integer
Default: 10
Description: Money generated per supporter every income tick (every 6 in-game hours). Doubled while a town's stability is above 75.
Values by Difficulty:
gunDealerSellPriceMultiplierType: Float
Default: 0.5
Description: Multiplier applied when selling items to gun dealers. Set to 0 to disable selling entirely, which also removes the sell tab.
Values by Difficulty:
procurementMultiplierType: Float
Default: 0.8
Description: Multiplier applied to vehicle prices when procuring at a base you own. Applied on top of vehiclePriceMultiplier.
Values by Difficulty:
busTicketPriceType: Integer
Default: 5
Description: Cost per kilometre for bus travel, charged again per recruit travelling with you.
Values by Difficulty:
baseRecruitCostType: Integer
Default: 250
Description: Base cost of recruiting a fighter. Recruiting from a tent costs half this. Garrison groups at bases and FOBs cost this per unit slot in the group.
Values by Difficulty:
startingResourcesType: Integer
Default: 3000
Description: Resources each occupying-faction base starts with, scaled by that base's own starting-resources multiplier.
Values by Difficulty:
baseResourcesPerTickType: Integer
Default: 250
Description: Resources generated for the occupying faction's pool every 6 hours, regardless of threat level.
Values by Difficulty:
resourcesPerTickType: Integer
Default: 500
Description: Additional resources generated every 6 hours, multiplied by the current threat factor.
Values by Difficulty:
baseResourceCostType: Integer
Default: 10
Description: What one unit of occupying-faction strength costs out of their resource pool: soldiers, defense positions, checkpoints, patrols and parked vehicles are all priced as multiples of this. A higher value therefore means a weaker occupying faction, because the same pool buys less.
Values by Difficulty:
patrolGroupsMinType: Integer
Default: 2
Description: Minimum number of defense groups stationed at radio towers.
Values by Difficulty:
patrolGroupsMaxType: Integer
Default: 3
Description: Maximum number of defense groups stationed at radio towers.
Values by Difficulty:
defenseGroupsBaseMaxType: Integer
Default: 5
Description: Maximum number of defense positions a single occupying-faction base will man.
Values by Difficulty:
counterAttackTimeoutType: Integer
Default: 120
Description: Time in seconds between counter-attacks against player-held locations, randomised by up to 20 seconds either way.
Values by Difficulty:
radioTowerRangeType: Float
Default: 1500
Description: Radius in metres a radio tower covers. No shipped preset changes it, so it is 1500 everywhere.
radioTowerSabotageTimeType: Float
Default: 1800
Description: How long in seconds a sabotaged radio tower stays offline.
Values by Difficulty:
baseSupportRangeType: Float
Default: 750
Description: Range in metres over which a base or a job affects the support of nearby towns.
Values by Difficulty:
baseRange / baseCloseRangeType: Float
Default: 280 / 220
Description: The outer and inner radii of a base. No shipped preset changes either.
baseThreatType: Integer
Default: 0
Description: The threat level the resistance starts a campaign on. See Threat.
Values by Difficulty:
threatReductionFactorType: Float
Default: 0.004
Description: Rate at which threat decays over time. Lower values mean areas stay dangerous longer.
Values by Difficulty:
minFastTravelDistanceType: Float
Default: 500
Description: How far away in metres a destination has to be before fast travel is offered at all.
Values by Difficulty:
wantedTimeoutType: Integer
Default: 30000
Description: Time in milliseconds to drop one wanted level, for levels 2 and above.
Values by Difficulty:
wantedOneTimeoutType: Integer
Default: 120000
Description: Time in milliseconds for wanted level 1 to clear.
Values by Difficulty:
QRFFastTravelModeType: Enum
Default: NOQRF
Description: How an active QRF affects fast travel.
Possible Values:
FREE - an active QRF does not restrict fast travel at allNOQRF - you cannot fast travel to a point inside the active QRF's area; travel elsewhere still worksDISABLED - no fast travel at all while a QRF is running anywhereValues by Difficulty:
FREENOQRFNOQRFDISABLEDDISABLEDQRFPointsToWinType: Integer
Default: 100
Description: Points a side has to reach to win a QRF battle. Lower means shorter battles. See QRF.
Values by Difficulty:
maxQRFType: Integer
Default: 1000
Description: Maximum size of a Quick Response Force, measured in occupying-faction resources.
Values by Difficulty:
disguiseDetectionDistanceType: Float
Default: 15
Description: Distance in metres at which enemies can see through disguises.
Values by Difficulty:
baseDisguiseEffectivenessType: Float
Default: 0.8
Description: Base effectiveness of disguises (0.0 = never work, 1.0 = always work).
Values by Difficulty:
wantedReductionMultiplierType: Float
Default: 0.7
Description: Maximum wanted level reduction a disguise can give.
Values by Difficulty:
detectionRangeMultiplierType: Float
Default: 0.6
Description: Multiplier for enemy detection range while disguised. 1.0 means a disguise buys no range benefit at all.
Values by Difficulty:
startingItemsType: Array of prefab resource names
Description: Items given to a player on first spawn.
Values by Difficulty:
startingCash and respawnCost significantly impact early game difficultypatrolGroupsMin/Max and defenseGroupsBaseMax directly affect combat difficultybaseResourceCost moves in the opposite direction to the rest: raise it to weaken the occupying factioncounterAttackTimeout affects the pace of gameplaybaseDisguiseEffectiveness has major impact on stealth viabilityUse these settings to create the perfect difficulty balance for your server's population and player skill level.