Tuning
Every global number lives in one asset, VtTuning. The package ships defaults in Runtime/Resources/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.
| Group | Values |
|---|---|
| Combat clamps | Resistance cap, evade cap, crit cap, default crit multiplier, armor constant, minimum attack interval, cooldown-reduction cap, thorns filter, out-of-combat delay. |
| Abilities | Global cooldown, minimum cast time, minimum cooldown, cast queue depth. |
| Projectiles | Arrival radius, maximum lifetime, spawn height. |
| Threat | Heal threat ratio, taunt multiplier, call-for-help ratio. |
| Movement feel | Acceleration, rotation speed, waypoint reach distance, unreachable tolerance, stuck recovery, gravity. |
Every field has a tooltip in the Inspector.
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.