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Gamedir changes for ARC missions (#7)
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@@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50
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; Militia are stronger when fighting in the town.
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; Valid range is 0-100. This boost is doubled at Tier 2.
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FORTIFICATIONS_BONUS = 10
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;------------------------------------------------------------------------------------------------------------------------------
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; AGENT MISSIONS
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;------------------------------------------------------------------------------------------------------------------------------
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; Agent missions are intended to be powerful, but temporary, passive boons to the campaign. Several missions can be active
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; at once, but the cost of starting new ones increases with the number of currently-active missions. In order to begin a
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; mission, a mercenary must be in a friendly town and not on another long-term assignment (eg, a Mini Event or on a mission).
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; Once a merc has been selected to start a mission, they will be gone for 24 hours to prepare. Once this time is elapsed,
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; the merc will return to your control and the mission's effects will begin - if the mission was successful.
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; Note that it is possible to use a generic rebel agent instead of your mercs, but they will provide no bonuses to the mission.
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; Note that if a merc has multiple skills that give bonuses to a mission, only the biggest bonus will be used.
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; How many supplies it costs to prepare a mission.
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; Valid range is 100-10000.
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MISSION_BASE_COST = 200
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; Additional supply cost per active or in-prep mission.
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; Valid range is 0-10000.
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MISSION_ADDITIONAL_COST = 100
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; A merc must prepare a mission for this many hours before a mission starts.
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; Rounded up to the next hour.
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; Valid range is 1-168.
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MISSION_PREPARATION_TIME = 20
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; New missions will become available at this interval.
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; A value of 2 means that available missions will be refreshed at Day 2 00:00, Day 4 00:00, etc.
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; Valid range is 1-7.
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MISSION_REFRESH_TIME_DAYS = 2
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; The minimum loyalty that a town needs to be in order to prep a mission from it.
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MIN_LOYALTY_FOR_MISSION = 51
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; Deep deployment
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; When deploying your mercs onto a map for a battle, the valid deployment area extends further across the map.
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DEEP_DEPLOYMENT_SUCCESS_CHANCE = 60
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; Range, divided into north/south and east/west
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DEEP_DEPLOYMENT_RANGE_NS = 200
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DEEP_DEPLOYMENT_RANGE_EW = 350
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT = 80
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT = 150
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING = 250
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING = 400
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY = 120
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY = 300
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL = 120
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL = 300
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; Duration, in hours
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DEEP_DEPLOYMENT_DURATION = 72
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DEEP_DEPLOYMENT_DURATION_BONUS_COVERT = 24
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DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING = 36
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DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY = 48
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DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL = 36
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; Disrupt ASD
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; Reduce ASD income and prevent deployment of new robots/jeeps/tanks
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; This does not appear if the ASD feature is disabled
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DISRUPT_ASD_SUCCESS_CHANCE = 60
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; Income modifier. 0.6 = income reduced by 60%
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DISRUPT_ASD_INCOME_MODIFIER = 0.5
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DISRUPT_ASD_INCOME_MODIFIER_COVERT = 0.9
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DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS = 0.65
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DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS = 0.65
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DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN = 0.75
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; Duration, in hours
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DISRUPT_ASD_DURATION = 48
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DISRUPT_ASD_DURATION_BONUS_COVERT = 72
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DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS = 48
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DISRUPT_ASD_DURATION_BONUS_NIGHTOPS = 120
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DISRUPT_ASD_DURATION_BONUS_TECHNICIAN = 72
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; Strategic Intel
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; When viewing teams on the strategic map, enemy movement targets are displayed in red.
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STRATEGIC_INTEL_SUCCESS_CHANCE = 60
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; Duration, in hours
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STRATEGIC_INTEL_DURATION = 72;
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STRATEGIC_INTEL_DURATION_BONUS_COVERT = 72
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STRATEGIC_INTEL_DURATION_BONUS_RADIO = 144
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; Improve Local Shops
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; Shopkeepers will have better inventories. (+1 coolness level)
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IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE = 80
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; Duration, in hours
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IMPROVE_LOCAL_SHOPS_DURATION = 96;
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; Slower Strategic Decisions
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; Strategic enemy AI will spend more time between taking action against you.
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SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE = 60
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; Modifier - note that skill modifiers override the base modifier
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SLOWER_STRATEGIC_DECISIONS_MODIFIER = 1.1
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SLOWER_STRATEGIC_DECISIONS_MODIFIER_COVERT = 1.25
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SLOWER_STRATEGIC_DECISIONS_MODIFIER_DEPUTY = 1.33
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SLOWER_STRATEGIC_DECISIONS_MODIFIER_SNITCH = 1.2
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; Duration, in hours
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SLOWER_STRATEGIC_DECISIONS_DURATION = 72
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SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT = 48
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SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY = 72
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SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH = 72
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; Lower Readiness
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; In tactical, enemies have their sight range reduced until they're alerted to your presence
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LOWER_READINESS_SUCCESS_CHANCE = 60
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; Modifier - enemy vision is reduced by this percentage
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LOWER_READINESS_MODIFIER = 0.15
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LOWER_READINESS_MODIFIER_COVERT = 0.25
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LOWER_READINESS_MODIFIER_RADIO = 0.33
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LOWER_READINESS_MODIFIER_STEALTHY = 0.5
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; Duration, in hours
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LOWER_READINESS_DURATION = 48
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LOWER_READINESS_DURATION_BONUS_COVERT = 48
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LOWER_READINESS_DURATION_BONUS_RADIO = 24
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; Sabotage Equipment
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; Enemy soldiers use worse than normal equipment.
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SABOTAGE_EQUIPMENT_SUCCESS_CHANCE = 60
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; Quality modifier - enemy weapons and armour quality will be reduced by this amount
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SABOTAGE_EQUIPMENT_MODIFIER = 10
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SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS = 20
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SABOTAGE_EQUIPMENT_MODIFIER_COVERT = 15
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SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS = 25
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SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER = 20
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SABOTAGE_EQUIPMENT_MODIFIER_RANGER = 20
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SABOTAGE_EQUIPMENT_MODIFIER_SNIPER = 20
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; Duration, in hours
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SABOTAGE_EQUIPMENT_DURATION = 72
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SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS = 72
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; Sabotage Vehicles
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; Enemy vehicles have reduced stats.
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SABOTAGE_VEHICLES_SUCCESS_CHANCE = 60
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; Modifier - enemy vehicles will have their stats reduced by this amount (to a minimum of 33)
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SABOTAGE_VEHICLES_STAT_LOSS = 20
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SABOTAGE_VEHICLES_STAT_LOSS_COVERT = 30
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SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS = 50
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SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS = 50
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; Duration, in hours
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SABOTAGE_VEHICLES_DURATION = 72
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SABOTAGE_VEHICLES_DURATION_BONUS_COVERT = 24
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SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS = 72
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SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS = 72
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; Send Supplies
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; Passively grow town loyalty.
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SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE = 80
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; How often and how much loyalty is gained. Daily loyalty gain is (24/interval) * loyalty_gain.
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SEND_SUPPLIES_TO_TOWN_INTERVAL = 6
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SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN = 1000
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; Duration, in hours
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SEND_SUPPLIES_TO_TOWN_DURATION = 96
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; Train Militia Anywhere
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; Militia can be trained outside of town.
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TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE = 60
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; Maximum trainers
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TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS = 1
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TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING = 2
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; Duration, in hours
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TRAIN_MILITIA_ANYWHERE_DURATION = 72
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TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT = 24
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TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL = 96
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TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING = 48
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; Soldier Bounties (Kingpin)
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SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE = 60
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; Duration, in hours
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SOLDIER_BOUNTIES_KINGPIN_DURATION = 48
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SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT = 24
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SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS = 36
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; Bounty payouts
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN = 100
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP = 100
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE = 100
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT = 500
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP = 1000
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK = 5000
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER = 1500
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT = 5000
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; Payout modifiers
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS = 10000
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH = 20000
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT = 1.1
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY = 1.25
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SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH = 1.25
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@@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50
|
||||
; Militia are stronger when fighting in the town.
|
||||
; Valid range is 0-100. This boost is doubled at Tier 2.
|
||||
FORTIFICATIONS_BONUS = 10
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||||
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;------------------------------------------------------------------------------------------------------------------------------
|
||||
; AGENT MISSIONS
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||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Agent missions are intended to be powerful, but temporary, passive boons to the campaign. Several missions can be active
|
||||
; at once, but the cost of starting new ones increases with the number of currently-active missions. In order to begin a
|
||||
; mission, a mercenary must be in a friendly town and not on another long-term assignment (eg, a Mini Event or on a mission).
|
||||
; Once a merc has been selected to start a mission, they will be gone for 24 hours to prepare. Once this time is elapsed,
|
||||
; the merc will return to your control and the mission's effects will begin - if the mission was successful.
|
||||
; Note that it is possible to use a generic rebel agent instead of your mercs, but they will provide no bonuses to the mission.
|
||||
; Note that if a merc has multiple skills that give bonuses to a mission, only the biggest bonus will be used.
|
||||
|
||||
; How many supplies it costs to prepare a mission.
|
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; Valid range is 100-10000.
|
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MISSION_BASE_COST = 200
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|
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; Additional supply cost per active or in-prep mission.
|
||||
; Valid range is 0-10000.
|
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MISSION_ADDITIONAL_COST = 100
|
||||
|
||||
; A merc must prepare a mission for this many hours before a mission starts.
|
||||
; Rounded up to the next hour.
|
||||
; Valid range is 1-168.
|
||||
MISSION_PREPARATION_TIME = 20
|
||||
|
||||
; New missions will become available at this interval.
|
||||
; A value of 2 means that available missions will be refreshed at Day 2 00:00, Day 4 00:00, etc.
|
||||
; Valid range is 1-7.
|
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MISSION_REFRESH_TIME_DAYS = 2
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; The minimum loyalty that a town needs to be in order to prep a mission from it.
|
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MIN_LOYALTY_FOR_MISSION = 51
|
||||
|
||||
; Deep deployment
|
||||
; When deploying your mercs onto a map for a battle, the valid deployment area extends further across the map.
|
||||
DEEP_DEPLOYMENT_SUCCESS_CHANCE = 60
|
||||
; Range, divided into north/south and east/west
|
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DEEP_DEPLOYMENT_RANGE_NS = 200
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DEEP_DEPLOYMENT_RANGE_EW = 350
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT = 80
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT = 150
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING = 250
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING = 400
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY = 120
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY = 300
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DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL = 120
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DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL = 300
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; Duration, in hours
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DEEP_DEPLOYMENT_DURATION = 72
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DEEP_DEPLOYMENT_DURATION_BONUS_COVERT = 24
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DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING = 36
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DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY = 48
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DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL = 36
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; Disrupt ASD
|
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; Reduce ASD income and prevent deployment of new robots/jeeps/tanks
|
||||
; This does not appear if the ASD feature is disabled
|
||||
DISRUPT_ASD_SUCCESS_CHANCE = 60
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; Income modifier. 0.6 = income reduced by 60%
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DISRUPT_ASD_INCOME_MODIFIER = 0.5
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DISRUPT_ASD_INCOME_MODIFIER_COVERT = 0.9
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DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS = 0.65
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DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS = 0.65
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DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN = 0.75
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; Duration, in hours
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DISRUPT_ASD_DURATION = 48
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DISRUPT_ASD_DURATION_BONUS_COVERT = 72
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DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS = 48
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DISRUPT_ASD_DURATION_BONUS_NIGHTOPS = 120
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DISRUPT_ASD_DURATION_BONUS_TECHNICIAN = 72
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; Strategic Intel
|
||||
; When viewing teams on the strategic map, enemy movement targets are displayed in red.
|
||||
STRATEGIC_INTEL_SUCCESS_CHANCE = 60
|
||||
; Duration, in hours
|
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STRATEGIC_INTEL_DURATION = 72;
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STRATEGIC_INTEL_DURATION_BONUS_COVERT = 72
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STRATEGIC_INTEL_DURATION_BONUS_RADIO = 144
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||||
|
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; Improve Local Shops
|
||||
; Shopkeepers will have better inventories. (+1 coolness level)
|
||||
IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE = 80
|
||||
; Duration, in hours
|
||||
IMPROVE_LOCAL_SHOPS_DURATION = 96;
|
||||
|
||||
; Slower Strategic Decisions
|
||||
; Strategic enemy AI will spend more time between taking action against you.
|
||||
SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE = 60
|
||||
; Modifier - note that skill modifiers override the base modifier
|
||||
SLOWER_STRATEGIC_DECISIONS_MODIFIER = 1.1
|
||||
SLOWER_STRATEGIC_DECISIONS_MODIFIER_COVERT = 1.25
|
||||
SLOWER_STRATEGIC_DECISIONS_MODIFIER_DEPUTY = 1.33
|
||||
SLOWER_STRATEGIC_DECISIONS_MODIFIER_SNITCH = 1.2
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||||
; Duration, in hours
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SLOWER_STRATEGIC_DECISIONS_DURATION = 72
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||||
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT = 48
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||||
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY = 72
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||||
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH = 72
|
||||
|
||||
; Lower Readiness
|
||||
; In tactical, enemies have their sight range reduced until they're alerted to your presence
|
||||
LOWER_READINESS_SUCCESS_CHANCE = 60
|
||||
; Modifier - enemy vision is reduced by this percentage
|
||||
LOWER_READINESS_MODIFIER = 0.15
|
||||
LOWER_READINESS_MODIFIER_COVERT = 0.25
|
||||
LOWER_READINESS_MODIFIER_RADIO = 0.33
|
||||
LOWER_READINESS_MODIFIER_STEALTHY = 0.5
|
||||
; Duration, in hours
|
||||
LOWER_READINESS_DURATION = 48
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||||
LOWER_READINESS_DURATION_BONUS_COVERT = 48
|
||||
LOWER_READINESS_DURATION_BONUS_RADIO = 24
|
||||
|
||||
; Sabotage Equipment
|
||||
; Enemy soldiers use worse than normal equipment.
|
||||
SABOTAGE_EQUIPMENT_SUCCESS_CHANCE = 60
|
||||
; Quality modifier - enemy weapons and armour quality will be reduced by this amount
|
||||
SABOTAGE_EQUIPMENT_MODIFIER = 10
|
||||
SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS = 20
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||||
SABOTAGE_EQUIPMENT_MODIFIER_COVERT = 15
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||||
SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS = 25
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||||
SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER = 20
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||||
SABOTAGE_EQUIPMENT_MODIFIER_RANGER = 20
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||||
SABOTAGE_EQUIPMENT_MODIFIER_SNIPER = 20
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||||
; Duration, in hours
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||||
SABOTAGE_EQUIPMENT_DURATION = 72
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||||
SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS = 24
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||||
SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT = 24
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||||
SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER = 24
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SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER = 24
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||||
SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER = 24
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||||
SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS = 72
|
||||
|
||||
; Sabotage Vehicles
|
||||
; Enemy vehicles have reduced stats.
|
||||
SABOTAGE_VEHICLES_SUCCESS_CHANCE = 60
|
||||
; Modifier - enemy vehicles will have their stats reduced by this amount (to a minimum of 33)
|
||||
SABOTAGE_VEHICLES_STAT_LOSS = 20
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||||
SABOTAGE_VEHICLES_STAT_LOSS_COVERT = 30
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||||
SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS = 50
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SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS = 50
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||||
; Duration, in hours
|
||||
SABOTAGE_VEHICLES_DURATION = 72
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||||
SABOTAGE_VEHICLES_DURATION_BONUS_COVERT = 24
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||||
SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS = 72
|
||||
SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS = 72
|
||||
|
||||
; Send Supplies
|
||||
; Passively grow town loyalty.
|
||||
SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE = 80
|
||||
; How often and how much loyalty is gained. Daily loyalty gain is (24/interval) * loyalty_gain.
|
||||
SEND_SUPPLIES_TO_TOWN_INTERVAL = 6
|
||||
SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN = 1000
|
||||
; Duration, in hours
|
||||
SEND_SUPPLIES_TO_TOWN_DURATION = 96
|
||||
|
||||
; Train Militia Anywhere
|
||||
; Militia can be trained outside of town.
|
||||
TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE = 60
|
||||
; Maximum trainers
|
||||
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS = 1
|
||||
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING = 2
|
||||
; Duration, in hours
|
||||
TRAIN_MILITIA_ANYWHERE_DURATION = 72
|
||||
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT = 24
|
||||
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL = 96
|
||||
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING = 48
|
||||
|
||||
; Soldier Bounties (Kingpin)
|
||||
SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE = 60
|
||||
; Duration, in hours
|
||||
SOLDIER_BOUNTIES_KINGPIN_DURATION = 48
|
||||
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT = 24
|
||||
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS = 36
|
||||
; Bounty payouts
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN = 100
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP = 100
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE = 100
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT = 500
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP = 1000
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK = 5000
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER = 1500
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT = 5000
|
||||
; Payout modifiers
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS = 10000
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH = 20000
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT = 1.1
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY = 1.25
|
||||
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH = 1.25
|
||||
|
||||
|
||||
Reference in New Issue
Block a user