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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BladeRnr</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T13:08:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_Corpse_(EU2012)&amp;diff=62958</id>
		<title>Thin Man Corpse (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_Corpse_(EU2012)&amp;diff=62958"/>
		<updated>2015-02-10T05:38:42Z</updated>

		<summary type="html">&lt;p&gt;BladeRnr: Added # of corpses required to build Gas Grenades, plus other minors edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
[[File:Thin Man 3 (EU2012).png|100px|right|]]&lt;br /&gt;
The Thin Man cadaver begins to severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* An [[Thin Man Autopsy (EU2012)|autopsy]] on [[Thin Man (EU2012)|Thin Man]] corpses unlocks the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project at the Foundry. &lt;br /&gt;
* With the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the autopsy also unlocks the [[Gas Grenade (EU2012)|Gas Grenade]] item and the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod.&lt;br /&gt;
** 2 Thin Man corpses are required to build 1 [[Gas Grenade (EU2012)|Gas Grenade]]. &lt;br /&gt;
* Thin Man corpses can be sold at the [[Grey Market (EU2012)|Grey Market]] for §5 each. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;br /&gt;
{{Aliens (EU2012)}}&lt;/div&gt;</summary>
		<author><name>BladeRnr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56241</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56241"/>
		<updated>2014-03-28T23:49:44Z</updated>

		<summary type="html">&lt;p&gt;BladeRnr: /* Results Driven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
:I&#039;ve seen Brazil with §310 a month.--[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 12:29, 20 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was thinking the same thing, having already listed out strategic changes for Damage Roulette on a message board before. I wasn&#039;t sure how best to enter the information, if I should just add more bullet points or if there should be a section for strategy changes, or a section of bullet points with a header withing the sections for each option. I suppose I could just start entering them as bullet points with the existing information and if someone else has a better way of formatting it they could establish that afterwards. --[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 02:24, 18 March 2014 (EDT)&lt;br /&gt;
::My suggestion would be to add the strategic changes to Damage Roulette on the [[Strategy (EU2012)#Second Wave|Strategy]] guide, since there&#039;s a section for Second Wave there. But if you feel you&#039;ve got a lot of info/tips, it may be better yet to create a specific page(s) for the option (s), like the already existing [[Training Roulette (EU2012)|Training Roulette]] page and put the appropriate links here. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:53, 18 March 2014 (EDT)&lt;br /&gt;
:::I was just editing the [[Arc_Thrower_(EU2012)|Arc Thrower]] page; idea: any places where the bullet points have become a [[Seeker_(EU2012)|laundry list]], notes for &amp;quot;technical&amp;quot; info/programming analysis, that sort of thing, and &amp;quot;Tactics&amp;quot; for &#039;tips for in the field&#039;.  --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:01, 19 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I just tested it and it actually works in a weird way: you get +25% funding at level 1 panic, normal funding at level 2 panic, -25% funding at level 3 panic, -50% at level 4 panic and I&#039;m assuming -75% funding at level 5 panic. So you&#039;ll likely get less money early in the game but more money in the end game. --[[User:BladeRnr|BladeRnr]] 19:49, 28 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle Unlock ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Itchy Trigger Tentacle Mechanics ===&lt;br /&gt;
Has anyone had an alien fire on a soldier after revealing themselves (edge of view or sometimes &amp;quot;paths&amp;quot; into soldiers)? For a long time, I never saw any aliens open fire when revealing themselves, so I figured it must be on soldier reveals only. However, had an Abduction mission where I was fighting Mutons and Cyberdisk/Drone group pathed into the fight and Cyberdisk unfolded and blasted one of the two nearest soldiers, which was a huge surprise to me. It might be something worth mentioning even if it is extremely rare; just need some further validation since only happened to me once (even then, when soldiers reveal alien pods, Itchy Trigger Tentacle doesn&#039;t seem to &amp;quot;proc&amp;quot; as much as the percentage suggests).&lt;br /&gt;
&lt;br /&gt;
Just to clarify:&lt;br /&gt;
&lt;br /&gt;
Non Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier; non-cover aliens go into Overwatch&lt;br /&gt;
&lt;br /&gt;
Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch or open fire on visible soldier&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier;&lt;br /&gt;
** Non-cover aliens go into Overwatch (99% this is what happened in my experience)&lt;br /&gt;
** Non-cover aliens open fire on nearest/visible/flanked(?) soldier (happened to me once)&lt;br /&gt;
&lt;br /&gt;
At the beginning of the alien turn, the reveal scene happened and the Cyberdisk/drone pod popped up in front of two soldiers. The Cyberdisk immediately unfolded and fired. Drone merely moved into flanking position, typical of standard reveal movement and did not shoot. So the pod was not activated earlier or anything like that. --[[User:DracoGriffin|DracoGriffin]] 13:31, 13 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
::Thank you. I&#039;ve almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these &amp;quot;cover penalties&amp;quot; are calculated. [[User:PavelB|PavelB]] 04:28, 9 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>BladeRnr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56240</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=56240"/>
		<updated>2014-03-28T23:48:15Z</updated>

		<summary type="html">&lt;p&gt;BladeRnr: /* Results Driven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
:I&#039;ve seen Brazil with §310 a month.--[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 12:29, 20 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was thinking the same thing, having already listed out strategic changes for Damage Roulette on a message board before. I wasn&#039;t sure how best to enter the information, if I should just add more bullet points or if there should be a section for strategy changes, or a section of bullet points with a header withing the sections for each option. I suppose I could just start entering them as bullet points with the existing information and if someone else has a better way of formatting it they could establish that afterwards. --[[User:Red Earth|Red Earth]] ([[User talk:Red Earth|talk]]) 02:24, 18 March 2014 (EDT)&lt;br /&gt;
::My suggestion would be to add the strategic changes to Damage Roulette on the [[Strategy (EU2012)#Second Wave|Strategy]] guide, since there&#039;s a section for Second Wave there. But if you feel you&#039;ve got a lot of info/tips, it may be better yet to create a specific page(s) for the option (s), like the already existing [[Training Roulette (EU2012)|Training Roulette]] page and put the appropriate links here. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:53, 18 March 2014 (EDT)&lt;br /&gt;
:::I was just editing the [[Arc_Thrower_(EU2012)|Arc Thrower]] page; idea: any places where the bullet points have become a [[Seeker_(EU2012)|laundry list]], notes for &amp;quot;technical&amp;quot; info/programming analysis, that sort of thing, and &amp;quot;Tactics&amp;quot; for &#039;tips for in the field&#039;.  --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:01, 19 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I just tested it and it actually works in a weird way: you get +25% funding at level 1 panic, normal funding at level 2 panic, -25% funding at level 3 panic, -50% at level 4 panic and I&#039;m assuming -75% funding at level 5 panic. So you&#039;ll likely get less money early in the game but more money in the end game.&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle Unlock ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Itchy Trigger Tentacle Mechanics ===&lt;br /&gt;
Has anyone had an alien fire on a soldier after revealing themselves (edge of view or sometimes &amp;quot;paths&amp;quot; into soldiers)? For a long time, I never saw any aliens open fire when revealing themselves, so I figured it must be on soldier reveals only. However, had an Abduction mission where I was fighting Mutons and Cyberdisk/Drone group pathed into the fight and Cyberdisk unfolded and blasted one of the two nearest soldiers, which was a huge surprise to me. It might be something worth mentioning even if it is extremely rare; just need some further validation since only happened to me once (even then, when soldiers reveal alien pods, Itchy Trigger Tentacle doesn&#039;t seem to &amp;quot;proc&amp;quot; as much as the percentage suggests).&lt;br /&gt;
&lt;br /&gt;
Just to clarify:&lt;br /&gt;
&lt;br /&gt;
Non Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier; non-cover aliens go into Overwatch&lt;br /&gt;
&lt;br /&gt;
Itchy Trigger Tentacle Activated game&lt;br /&gt;
* Soldier reveals alien pod; non-cover aliens go into Overwatch or open fire on visible soldier&lt;br /&gt;
* Alien pod reveals self or &amp;quot;paths&amp;quot; into soldier;&lt;br /&gt;
** Non-cover aliens go into Overwatch (99% this is what happened in my experience)&lt;br /&gt;
** Non-cover aliens open fire on nearest/visible/flanked(?) soldier (happened to me once)&lt;br /&gt;
&lt;br /&gt;
At the beginning of the alien turn, the reveal scene happened and the Cyberdisk/drone pod popped up in front of two soldiers. The Cyberdisk immediately unfolded and fired. Drone merely moved into flanking position, typical of standard reveal movement and did not shoot. So the pod was not activated earlier or anything like that. --[[User:DracoGriffin|DracoGriffin]] 13:31, 13 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
::Thank you. I&#039;ve almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these &amp;quot;cover penalties&amp;quot; are calculated. [[User:PavelB|PavelB]] 04:28, 9 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>BladeRnr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=56239</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=56239"/>
		<updated>2014-03-28T23:41:45Z</updated>

		<summary type="html">&lt;p&gt;BladeRnr: /* Second Wave Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
&#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.&lt;br /&gt;
* Does not apply to explosives.&lt;br /&gt;
* Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* NOTE: If using this in conjunction with &#039;Absolutely Critical&#039;, aliens that do not use cover will take an inordinate amount of &#039;1 Damage&#039; hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
* All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
&#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.&lt;br /&gt;
* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.&lt;br /&gt;
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.&lt;br /&gt;
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).&lt;br /&gt;
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
* Movement is impaired by wounds too.&lt;br /&gt;
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
* Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* UNCONFIRMED - Does not affect aliens&#039; chance to crit.&lt;br /&gt;
&#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
&#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
* Time for Research: x3.&lt;br /&gt;
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).&lt;br /&gt;
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).&lt;br /&gt;
* You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). &lt;br /&gt;
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
* Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].&lt;br /&gt;
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
* Funding is boosted by 25% from countries with level 1 panic and is cut by 25% for each panic level above 2 (125% of funding at panic level 1, 100% at panic level 2, 75% at panic level 3, 50% at panic level 4 and 25% at panic level 5).&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
&#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
* Satellite build time is decreased.&lt;br /&gt;
&#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
* You&#039;ll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
&#039;&#039;&#039;War Weariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
&#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
&#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
* Does not affect Psi or MEC abilities.&lt;br /&gt;
* For more details see [[Training Roulette (EU2012)|Training Roulette]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
===Classic Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>BladeRnr</name></author>
	</entry>
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