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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cadence</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T13:07:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(LWR)&amp;diff=95555</id>
		<title>Second Wave (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(LWR)&amp;diff=95555"/>
		<updated>2020-08-14T03:53:00Z</updated>

		<summary type="html">&lt;p&gt;Cadence: Alien bases no longer have Itchy Trigger Tentacle enabled as of version 1.27.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | #!!Name!!Text!!Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center; width: 4%; min-width: 30px;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px; width: 10%&amp;quot; | Damage Roulette&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px; width: 43%&amp;quot; | Weapons have much wider range of damage.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px; width: 43%&amp;quot; | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | New Economy&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | The funding offered by individual council members is randomized.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Strict Screening&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers&#039; typical ranges with +5 will.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Predictable Potential&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Promotion stat gains are non-random.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Hidden Potential, as that feature is now enabled by default.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Training Roulette&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Each soldier&#039;s training tree will be partially randomly generated.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Save Scum&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Loading a saved game will reset the random number seed.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Green Fog&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Absolutely Critical&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Unchanged from Vanilla EW.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Not So Long War&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overall campaign length halved.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Very Long War&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overall campaign length doubled.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Results Driven&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | A country will offer less funding as its panic increases.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Elite XCOM&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All XCOM units gain +25% hit chance in all cases&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Cinematic Mode in Long War, but now provides +25 aim by default.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Air Domination&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM aircraft gain +100% fire rate.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Diminishing Returns. This option allows greater control over air game difficulty.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Wear and Tear&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn&#039;t injured.||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Itchy Trigger Tentacle&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | War Weariness&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overall funding levels drop over time.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Bronzeman Mode&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Allows restart of missions via Pause menu in Ironman mode.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Total Loss&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Commander&#039;s Choice&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You may select the class of each soldier upon promotion to specialist.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Aiming Angles&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Units receive an aim bonus the closer they are to flanking an enemy.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Mind Hates Matter&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Genetically modified soldiers cannot undergo psi testing, and vice versa.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 21 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Hidden Trees&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You cannot see perk options for ranks a given soldier has not attained.||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 22 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Durability&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Items never need to be repaired.||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | United Humanity&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Exalt is inactive. Exalt troopers may still show up on some alien missions.||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | The Friendly Skies&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Your interceptors gain +25% hit chance during air combat.||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | We Are Legion&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Defective Outsiders&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Outsiders no longer gain stats from the &amp;quot;Growth&amp;quot; perk.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Miracle Workers.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Quick and Dirty&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Decreases the number of aliens on most missions by 40%&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This value can be changed in DefaultGameCore.ini.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Hidden Chances&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Enemy to-hit values will be hidden.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Perfect Information, as that feature is now enabled by default.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Recon&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You will see meld cans and bomb nodes in the fog.||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 30 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Sturdier UFOs&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | UFOs (except fighters/destroyers) will always be shot down.||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 31 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Balanced Soldiers&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Wolverine Blood&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Injury times are reduced by 50%.||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Fresh Recruits&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Just a Flesh Wound&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Turns off Red Fog.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Consistent Fatigue&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as how fatigue worked in Long War.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadence</name></author>
	</entry>
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