<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Excalibursin</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Excalibursin"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Excalibursin"/>
	<updated>2026-05-01T06:03:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=102049</id>
		<title>Dev Console (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=102049"/>
		<updated>2021-06-23T07:15:12Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|18}}&lt;br /&gt;
&lt;br /&gt;
This is a list of commands, items, perks, research, foundry projects, and others, that can be added/enabled via the developer&#039;s console. To activate the dev console, you will need to download the modified Engine.upk file from the  [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1/ Long War Nexus mod page]. &lt;br /&gt;
&lt;br /&gt;
Provided it is installed correctly, press the &#039;\&#039; to bring up the dev console.&lt;br /&gt;
&lt;br /&gt;
Some commands, e.g. &#039;&#039;GivePerk&#039;&#039;, can only be used in the tactical game (Battlescape).  Others, e.g. &#039;&#039;GiveItem, GiveTech, and GiveFoundry&#039;&#039;, are part of the strategy game, so they will only work in XCOM HQ (Geoscape).&lt;br /&gt;
&lt;br /&gt;
===Perks ===&lt;br /&gt;
To add a perk to one of your units, type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GivePerk&amp;lt;/b&amp;gt; [array number]&amp;lt;/i&amp;gt; in the console &amp;lt;b&amp;gt;while you are in Battlescape and your mouse pointer is over that unit or while in the LOADOUT screen for a given soldier&amp;lt;/b&amp;gt; (Added perks in the loadout menu will not be visible until you exit the loadout screen).  To remove a perk, add a &amp;lt;b&amp;gt;-&amp;lt;/b&amp;gt; (dash) before the perk number. The perk removal function only works in the Battlescape, not in the Loadout screen. &lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
*Adding alien perks to Xcom and vice-versa could have some bizarre effects, mostly due to lack of animations for the unit in question to use the new perk. Some units might also not have their AI programmed to make use of the perks you give them, for example Stealth on a Chrysalid. &lt;br /&gt;
*You can use the command &amp;lt;b&amp;gt;GivePsiPerks&amp;lt;/b&amp;gt; to a selected soldier in both Geo- and Battlescape.&lt;br /&gt;
*The command &amp;lt;b&amp;gt;GiveBottomPerks&amp;lt;/b&amp;gt; gives the first perks of a soldier&#039;s class. (all of them, not just one per promotion)&lt;br /&gt;
*The reverse command, &amp;lt;b&amp;gt;GiveTopPerks&amp;lt;/b&amp;gt;, gives the top perks of a soldier&#039;s class. (all of them, not just one per promotion)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Perks list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Perk Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| None || 0 || ePerk_None&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| So Shall You Fight || 1 || ePerk_OTS_XP&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Precision Shot || 2 ||  ePerk_PrecisionShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| SquadSight || 3 ||  ePerk_SquadSight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Secondary Heart || 4 ||  ePerk_GeneMod_SecondHeart&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Low Profile || 5 ||  ePerk_LowProfile&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Run And Gun || 6 ||  ePerk_RunAndGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autopsy Required || 7 ||  ePerk_AutopsyRequired&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 8 ||  ePerk_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Disabling Shot || 9 ||  ePerk_DisablingShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Opportunist || 10 ||  ePerk_Opportunist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Executioner || 11 ||  ePerk_Executioner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Officer (in command of a mission?) || 12 ||  ePerk_OTS_Leader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Double Tap || 13 ||  ePerk_DoubleTap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| In The Zone || 14 ||  ePerk_InTheZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damn Good Ground || 15 ||  ePerk_DamnGoodGround&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Snap Shot || 16 ||  ePerk_SnapShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Will To Survive || 17 ||  ePerk_WillToSurvive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fire Rocket || 18 ||  ePerk_FireRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeting || 19 || ePerk_TracerBeams&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adrenal Neurosympathy || 20 ||  ePerk_GeneMod_Adrenal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Suppression || 21 || ePerk_FocusedSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 22 || ePerk_ShredderRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rapid Reaction || 23 || ePerk_RapidReaction&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grenadier || 24 || ePerk_Grenadier&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Danger Zone || 25 || ePerk_DangerZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ready For Anything || 26 || ePerk_BulletSwarm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Extra Conditioning || 27 || ePerk_ExtraConditioning&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Damping || 28 || ePerk_GeneMod_BrainDamping&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Feedback || 29 || ePerk_GeneMod_BrainFeedback&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyper-Reactive Pupils || 30 || ePerk_GeneMod_Pupils&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sprinter || 31 || ePerk_Sprinter&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aggression || 32 || ePerk_Aggression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sense || 33 || ePerk_TacticalSense&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Close Encounters || 34 || ePerk_CloseAndPersonal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Lightning Reflexes || 35 || ePerk_LightningReflexes&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rapid Fire || 36 || ePerk_RapidFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flush || 37 || ePerk_Flush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Depth Perception || 38 || ePerk_GeneMod_DepthPerception&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Bring &#039;Em On || 39 || ePerk_BringEmOn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Close Combat Specialist || 40 || ePerk_CloseCombatSpecialist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Killer Instinct || 41 || ePerk_KillerInstinct&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Bioelectric Skin || 42 || ePerk_GeneMod_BioelectricSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Resilience || 43 || ePerk_Resilience&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade || 44 || ePerk_SmokeBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Bone Marrow || 45 || ePerk_GeneMod_BoneMarrow&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Random Subclass || 46 || ePerk_StunImmune&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Covering Fire || 47 || ePerk_CoveringFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Field Medic || 48 || ePerk_FieldMedic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pyrokinesis || 49 || ePerk_RifleSuppression_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muscle Fiber Density || 50 || ePerk_GeneMod_MuscleFiber&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Drugs || 51 || ePerk_CombatDrugs&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Dense Smoke || 52 ||  ePerk_DenseSmoke&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Packmaster || 53 ||  ePerk_DeepPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sentinel || 54 ||  ePerk_Sentinel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Savior || 55 ||  ePerk_Savior&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Revive || 56 ||  ePerk_Revive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elevated Ground || 57 || ePerk_HeightAdvantage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Lock N’ Load || 58 || ePerk_Disabled_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sapper || 59 || ePerk_ImmuneToDisable_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Suppressed || 60 || ePerk_SuppressedActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Critically Wounded || 61 || ePerk_CriticallyWounded&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Airborne || 62 || ePerk_Flying&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth || 63 || ePerk_Stealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| HEAT Warheads || 64 || ePerk_Poisoned&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Combat Stimmed || 65 || ePerk_CombatStimActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Javelin Rockets || 66 || ePerk_Implanted&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Panicked || 67 ||  ePerk_Panicked&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mindfray || 68 ||  ePerk_MindFray&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Panic || 69 ||  ePerk_PsiPanic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Inspiration || 70 ||  ePerk_PsiInspiration&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Control || 71 ||  ePerk_MindControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Telekinetic Field || 72 ||  ePerk_TelekineticField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Rift || 73 ||  ePerk_Rift&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Merge (active perk) || 74 ||  ePerk_MindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Merge (passive status) || 75 ||  ePerk_MindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Hardened || 76 ||  ePerk_Hardened&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Greater Mind Merge (active perk) || 77 ||  ePerk_GreaterMindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Greater Mind Merge ( passive status) || 78 ||  ePerk_GreaterMindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Evasion || 79 ||  ePerk_Evade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Launch || 80 ||  ePerk_Launch&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bombard || 81 ||  ePerk_Bombard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Leap || 82 ||  ePerk_Leap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Acid Spit || 83 ||  ePerk_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Venomous Claws || 84 ||  ePerk_Poison&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Blood Call || 85 ||  ePerk_BloodCall&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Intimidate || 86 ||  ePerk_Intimidate&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fallen Comrades || 87 ||  ePerk_FallenComrades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bloodlust || 88 ||  ePerk_Bloodlust&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bullrush || 89 ||  ePerk_BullRush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| HEAT Ammo || 90 ||  ePerk_HEATAmmo&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Smoke And Mirrors || 91 ||  ePerk_SmokeAndMirrors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shock and Awe || 92 || ePerk_Rocketeer&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mayhem || 93 ||  ePerk_Mayhem&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ranger || 94 ||  ePerk_Gunslinger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Concealment || 95 ||  ePerk_GeneMod_MimeticSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cluster Bomb || 96 ||  ePerk_ClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Lance || 97 ||  ePerk_PsiLance&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Death Blossom || 98 ||  ePerk_DeathBlossom&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Overload || 99 ||  ePerk_Overload&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Control || 100 ||  ePerk_PsiControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Drain || 101 ||  ePerk_PsiDrain&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Repair || 102 ||  ePerk_Repair&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cannon Fire || 103 ||  ePerk_CannonFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Implant || 104 ||  ePerk_Implant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Chryssalid Spawn || 105 ||  ePerk_ChryssalidSpawn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Battle Fatigue || 106 ||  ePerk_BattleFatigue&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Range (bonus) || 107 ||  ePerk_OnlyForGermanModeStrings_ItemRangeBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Range (penalty) || 108 ||  ePerk_OnlyForGermanModeStrings_ItemRangePenalty&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Scope (Foundry upgrade) || 109 ||  ePerk_Foundry_Scope&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pistol (Foundry Pistol I upgrade) || 110 ||  ePerk_Foundry_PistolI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pistol (Foundry Pistol II upgrade) || 111 ||  ePerk_Foundry_PistolII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tandem Warheads || 112 || ePerk_Foundry_PistolIII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ammo Conservation (Foundry upgrade) || 113 ||  ePerk_Foundry_AmmoConservation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fire In the Hole || 114 || ePerk_Foundry_AdvancedFlight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Arc Thrower (Foundry upgrade) || 115 ||  ePerk_Foundry_ArcThrowerII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Deadeye || 116 ||  ePerk_Foundry_MedikitII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Capture (Foundry Upgrade) || 117 || ePerk_Foundry_CaptureDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Repairs (Foundry Upgrade) || 118 || ePerk_Foundry_SHIVHeal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psychokinetic Strike  || 119 || ePerk_Foundry_SHIVSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium Fuel || 120 || ePerk_Foundry_EleriumFuel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Close Combat || 121 || ePerk_Foundry_MECCloseCombat&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stay Frosty  || 122 || ePerk_Foundry_AdvancedServomotors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shaped Armor (Foundry Upgrade) || 123 || ePerk_Foundry_ShapedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sentinel Module || 124 || ePerk_Foundry_SentinelDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Grenades || 125 || ePerk_Foundry_AlienGrenades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Light ‘Em Up  || 126 || ePerk_PlasmaBarrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth (Seeker version) || 127 || ePerk_SeekerStealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ghost mode || 128 || ePerk_StealthGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reaper Rounds  || 129 || ePerk_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Disorientated  || 130 || ePerk_Disoriented&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Collateral Damage  || 131 || ePerk_Barrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Automated Threat Assessment || 132 || ePerk_AutoThreatAssessment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Fire Control  || 133 || ePerk_AdvancedFireControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Damage Control  || 134 || ePerk_DamageControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Vital Point Targeting  || 135 || ePerk_XenobiologyOverlays&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| One For All|| 136 || ePerk_OneForAll&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Jetboot Module  || 137 || ePerk_JetbootModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Combined Arms  || 138 || ePerk_ExpandedStorage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Repair Servos  || 139 || ePerk_RepairServos&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fortiores Una || 140 || ePerk_Overdrive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Platform Stability || 141 || ePerk_PlatformStability&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Absorption Fields || 142 || ePerk_AbsorptionFields&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shock Absorbent Armor || 143 ||  ePerk_ShockAbsorbentArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reactive Targeting Sensors || 144 ||  ePerk_ReactiveTargetingSensors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Body Shield || 145 ||  ePerk_BodyShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Distortion Field || 146  ||  ePerk_DistortionField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Adrenaline Surge || 147 ||  ePerk_GeneMod_AdrenalineSurge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Iron Skin || 148 ||  ePerk_GeneMod_IronSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Regen Biofield || 149 ||  ePerk_GeneMod_RegenPheromones&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Surgeon || 150 ||  ePerk_CovertPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| EXALT Comm Hack || 151 ||  ePerk_CovertHacker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Semper Vigilans || 152 ||  ePerk_Medal_UrbanA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sharpshooter || 153 ||  ePerk_Medal_UrbanB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Steadfast || 154 ||  ePerk_Medal_DefenderA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Smart Macrophages || 155 ||  ePerk_Medal_DefenderB	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Legio Patria Nostra || 156 ||  ePerk_Medal_InternationalA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Band of Warriors || 157 ||  ePerk_Medal_InternationalB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| So Others May Live || 158 ||  ePerk_Medal_CouncilA	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Lone Wolf || 159 ||  ePerk_Medal_CouncilB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Esprit de Corps || 160 ||  ePerk_Medal_TerraA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Into the Breach || 161 ||  ePerk_Medal_TerraB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Paramedic || 162 ||  ePerk_Dazed&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Aiming Angles (bonus) || 163 ||  ePerk_OnlyForGermanModeStrings_AimingAnglesBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Catching Breath || 164 ||  ePerk_CatchingBreath&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tactical Rigging || 165 ||  ePerk_Foundry_TacticalRigging&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Strangle || 166 ||  ePerk_SeekerStrangle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Hit and Run || 167 ||  ePerk_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Shield || 168 ||  ePerk_MindMerge_Mechtoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Electropulsed || 169 ||  ePerk_Electropulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Nearby Officer || 170 ||  ePerk_OTS_Leader_Bonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Lead By Example || 171 ||  ePerk_OTS_Leader_TheLeader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| None ||  172 ||  ePerk_MAX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items ===&lt;br /&gt;
To add an item to inventory, type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveItem&amp;lt;/b&amp;gt; [name without eItem sign] [amount]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Items list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item name  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array number  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Motion Tracker || 222 || eItem_END_EXALT_COLLECTIBLES_15&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sawed-Off Shotgun || 254 || eItem_END_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| LMG || 246 || eItem_BEGIN_MEC_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Rifle || 241 || eItem_EXALTLoot1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Machine Pistol ||236 || eItem_MecArmor3_Flamethrower_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SMG ||231 || eItem_MecArmor2_Flamethrower_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Rifle || 226 || eItem_MecArmor1_Kinetic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Carbine || 32 || eItem_SectopodArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seraph Armor || 67 || eItem_END_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aurora Armor || 68 || eItem_BEGIN_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Vortex Armor ||  65  || eItem_ArmorPsi&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Autocannon || 109 || eItem_ShivMinigun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket Launcher || 218 || eItem_ExaltRocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Minigun|| 28|| eItem_Chaingun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shotgun|| 4 || eItem_Shotgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sniper Rifle|| 213 || eItem_ExaltSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SAW|| 214|| eItem_ExaltLMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Rifle  || 212|| eItem_ExaltAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pistol|| 2 ||eItem_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-1 Paladin||193 || eItem_MecArmor1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-2 Defender||194 || eItem_MecArmor2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-3 Valiant|| 145 || eItem_ZombieCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-4 Dauntless||195 || eItem_MecArmor3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-5 Devastator ||148|| eItem_END_EXALT_COLLECTIBLES_23&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-6 Vanguard||191|| eItem_END_EXALT_COLLECTIBLES_21&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-7 Vindicator || 210|| eItem_END_EXALT_COLLECTIBLES_20&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Augments armor|| 192||eItem_MecCivvies&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Leather Jacket|| 66 ||eItem_ArmorCovertOps&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV|| 113 ||eItem_SHIVDeck_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV|| 114 || eItem_SHIVDeck_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV|| 115 || eItem_SHIVDeck_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Armor||64 || eItem_ArmorGhost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Archangel Armor|| 63 || eItem_ArmorArchangel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Titan Armor || 62|| eItem_ArmorTitan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Pistol|| 8|| eItem_LaserPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Rifle|| 215|| eItem_ExaltLaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autolaser || 217 || eItem_ExaltHeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sniper Rifle|| 216|| eItem_ExaltLaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Laser||10 || eItem_LaserAssaultGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Carbine|| 251|| eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Laser|| 149 || eItem_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Laser Lance|| 29 || eItem_Railgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Strike Rifle || 227 || eItem_MecArmor1_Flamethrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Shatterray || 232|| eItem_MecArmor3_Kinetic_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heater|| 237|| eItem_MecArmor3_Flamethrower_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Laser Rifle ||242 || eItem_EXALTLoot2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Laser ||247 || eItem_END_MEC_ARMOR	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Rifle || 253|| eItem_END_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Rifle|| 3|| eItem_AssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Autorifle||5 || eItem_LMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Long Rifle||6 || eItem_SniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Cannon||16 || eItem_AlloyCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Railgun|| 186|| eItem_XPACK_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Recoilless Rifle|| 7|| eItem_RocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Sentry Gun||110 || eItem_ShivSentry&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Carbine || 53|| eItem_SoldierNoWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Strike Rifle|| 228|| eItem_MecArmor2_Kinetic_Grenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Stuttergun|| 233|| eItem_MecArmor3_Kinetic_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss AutoPistol|| 238|| eItem_MecArmor3_Flamethrower_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Gauss Rifle||243 || eItem_EXALTLoot3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Machine Gun|| 248|| eItem_CorpsePlaceholder2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Rifle|| 9 || eItem_LaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Autolaser||11|| eItem_HeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Sniper Rifle|| 12 || eItem_LaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Pulser||111 || eItem_ShivLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Carbine|| 252|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Blaster||1 || eItem_BEGIN_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Pulse Lance|| 190||  eItem_XPACK_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Rifle|| 229|| eItem_MecArmor2_Kinetic_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Stengun|| 234|| eItem_MecArmor3_Kinetic_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster||239 || eItem_MecArmor3_Flamethrower_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Pulse Rifle  || 244|| eItem_BEGIN_EXALT_WEAPONS  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Pulser||249 || eItem_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Pistol|| 13 || eItem_PlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Carbine||14 || eItem_PlasmaLightRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Rifle|| 15 || eItem_PlasmaAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Sniper|| 18 || eItem_PlasmaSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Novagun|| 17|| eItem_HeavyPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Particle Beam||30 || eItem_ParticleBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Launcher|| 19|| eItem_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Plasma||112 || eItem_ShivPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Cannon ||99 || eItem_BEGIN_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Rifle|| 230|| eItem_MecArmor2_Flamethrower_Grenade &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stormgun|| 235|| eItem_MecArmor3_Kinetic_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Mauler|| 240|| eItem_BEGIN_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Heavy Plasma Rifle || 245|| eItem_END_EXALT_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Plasma Dragon || 250|| eItem_BEGIN_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Flamethrower|| 23|| eItem_MecFlameThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Kinetic Strike Module|| 22|| eItem_MecKineticArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Proximity Mine Launcher||27 || eItem_MecProximityMineLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Electro Pulse|| 26 || eItem_MecElectroPulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Grenade Launcher||24 || eItem_MecGrenadeLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Restorative Mist ||25 || eItem_MecRestorativeMist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HE Grenade || 81|| eItem_FragGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AP Grenade || 87|| eItem_NeedleGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flashbang Grenade||83 || eItem_FlashBang&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade|| 82 || eItem_SmokeGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 97|| eItem_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 84|| eItem_AlienGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mimic Beacon||88 || eItem_MimicBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chem Grenade || 86|| eItem_GasGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Device||85 || eItem_GhostGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Grenade|| 96 || eItem_PsiGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Thrower ||73 || eItem_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Medikit||69 || eItem_Medikit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Stims|| 70|| eItem_CombatStims&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grapple|| 38|| eItem_Grapple&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chitin Plating|| 72|| eItem_ChitinPlating&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Plating|| 75|| eItem_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mind Shield||71 || eItem_MindShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Respirator Implant|| 76|| eItem_RespiratorImplant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reaper Rounds || 78|| eItem_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Scope|| 34|| eItem_SectopodHeatRay&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket || 77|| eItem_BallisticModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Rocket|| 89|| eItem_BEGIN_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chameleon Suit|| 94|| eItem_END_EXALT_COLLECTIBLES_25&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ceramic Plates|| 95|| eItem_END_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Bipod|| 196|| eItem_END_EXALT_COLLECTIBLES_0&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Breaching Ammo|| 197|| eItem_END_EXALT_COLLECTIBLES_1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Impact Vest|| 200|| eItem_END_EXALT_COLLECTIBLES_4&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Walker Servos ||202 || eItem_END_EXALT_COLLECTIBLES_6&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Gunlink||203 || eItem_END_EXALT_COLLECTIBLES_7&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 204|| eItem_END_EXALT_COLLECTIBLES_8&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Screen ||205 || eItem_END_EXALT_COLLECTIBLES_9&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Illuminator Gunsight||209 || eItem_END_EXALT_COLLECTIBLES_13&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reinforced Armor ||220 || eItem_NullPrereq&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neuroregulator ||224 || eItem_END_EXALT_COLLECTIBLES_17&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| The Thumper ||129 || eItem_END_EXALT_COLLECTIBLES_28&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sensors|| 201|| eItem_END_EXALT_COLLECTIBLES_5&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Incinerator Module||211|| eItem_END_EXALT_COLLECTIBLES_18&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HEAT Ammo||107 || eItem_END_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Counterfire Pods ||123 || eItem_END_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smartshell Pods||124 || eItem_END_EXALT_COLLECTIBLES_29&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Weapon Supercoolers|| 128|| eItem_END_EXALT_COLLECTIBLES_27&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autosentry Turret || 130|| eItem_END_EXALT_COLLECTIBLES_24&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Tracking Pods || 131|| eItem_CivilianCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Core Armoring  || 132|| eItem_TankCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damage Control Pod ||133 || eItem_SoldierCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Advanced Suppression Module || 199|| eItem_END_EXALT_COLLECTIBLES_3 &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium Turbos||221 || eItem_END_EXALT_COLLECTIBLES_14&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Computer|| 90|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeter|| 108|| eItem_END_EXALT_COLLECTIBLES_30&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy-Carbide Plating|| 189|| eItem_END_EXALT_COLLECTIBLES_22&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fuel Cell||178 || eItem_DamagedHyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Trophy||98 || eItem_END_GRENADES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cognitive Enhancer|| 223|| eItem_END_EXALT_COLLECTIBLES_16&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|SCOPE ||74 || eItem_TargetingModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Jacketed Rounds|| 31|| eItem_BEGIN_SPECIAL_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Enhanced Beam Optics || 40|| eItem_BEGIN_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stellerator|| 48|| eItem_END_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sight|| 79|| eItem_END_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hi Cap Mags|| 80|| eItem_BEGIN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Armor Piercing Ammo||198 ||eItem_END_EXALT_COLLECTIBLES_2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Targeting Module|| 219|| eItem_END_EXALT_COLLECTIBLES_19&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flak Ammo|| 225|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Alien Pistol || 21 || eItem_SeekerPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Pistol||41 || eItem_SectoidPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 52|| eItem_OutsiderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 42 || eItem_PlasmaLightRifle_ThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine ||43 || eItem_PlasmaLightRifle_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 44 || eItem_PlasmaLightRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 45 || eItem_PlasmaAssaultRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 46||eItem_HeavyPlasma_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Heavy Weapon|| 47||eItem_HeavyPlasma_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon ||20 || eItem_MechtoidPlasmaCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon|| 185 ||eItem_SectopodChestCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Turret || 33 ||eItem_SectopodCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Cluster Bomb|| 55 ||eItem_SectopodClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Drone Beam || 36 ||eItem_DroneBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon || 39 ||eItem_CyberdiscWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade || 92 ||eItem_MutonGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 93||eItem_CyberdiscGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 91 ||eItem_FloaterGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Amp|| 37|| eItem_PsiAmp&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Locus ||50 ||eItem_ElderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Chryssalid Claw || 35 ||eItem_ChryssalidClaw&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seeker Tentacles|| 56 ||eItem_SeekerTentacles&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Zombie Fist ||49 || eItem_ZombieFist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Blade|| 51||eItem_MutonBlade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Acid Spit|| 54||eItem_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Vest || 57||eItem_END_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Banshee Armor || 58 || eItem_BEGIN_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Armor ||59 || eItem_ArmorKevlar&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Carapace Armor || 60 || eItem_ArmorCarapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Corsair Armor || 61 || eItem_ArmorSkeleton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV ||100 || eItem_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV ||101  || eItem_SHIV_Alloy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV || 102|| eItem_SHIV_Hover&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Interceptor || 103 ||eItem_Interceptor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Firestorm || 104 ||eItem_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skyranger || 105  ||eItem_Skyranger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Satellite || 106 || eItem_Satellite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Stingray Missiles || 116 || eItem_BEGIN_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phoenix Cannon|| 117|| eItem_IntWeap_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Avalanche Missiles || 118|| eItem_IntWeap_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Laser Cannon  || 119 || eItem_IntWeap_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Cannon|| 120||eItem_IntWeap_IV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|EMP Cannon  || 121 ||eItem_IntWeap_V&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Lance|| 122 || eItem_IntWeap_VI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Defense Matrix (Dodge) || 125 || eItem_IntConsumable_Dodge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Tracking (Boost) || 126 ||eItem_IntConsumable_Boost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Uplink Targeting (Aim) || 127 || eItem_IntConsumable_Hit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Corpse|| 134 || eItem_SectoidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Sectoid Commander Corpse|| 135 || eItem_SectoidCommanderCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Corpse|| 136 || eItem_FloaterCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Floater Corpse || 137 || eItem_FloaterHeavyCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Corpse || 138 ||eItem_ThinManCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Corpse ||139 || eItem_MutonCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Elite Corpse || 140 ||eItem_MutonEliteCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Berserker Corpse || 141|| eItem_BerserkerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cyberdisc Wreck||142 ||eItem_CyberdiscCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Ethereal Corpse|| 143 ||eItem_EtherealCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cryssalid Carcass || 144 || eItem_CryssalidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Wreck|| 146|| eItem_SectopodCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Drone Wreck|| 147|| eItem_DroneCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Captive|| 150 || eItem_SectoidCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Commander Captive|| 151|| eItem_SectoidCommanderCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Captive|| 152 || eItem_FloaterCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Heavy Captive|| 153 || eItem_FloaterHeavyCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Captive||154 || eItem_ThinManCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Captive|| 155 || eItem_MutonCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Muton Elite Captive|| 156|| eItem_MutonEliteCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Berserker Captive ||157 || eItem_BerserkerCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Captive|| 158|| eItem_EtherealCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phalanx Armor|| 159|| eItem_END_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aegis Armor || 160 || eItem_BEGIN_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium ||161 || eItem_Elerium115&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Alloys || 162|| eItem_AlienAlloys&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Weapon Fragments || 163|| eItem_WeaponFragment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Meld || 164 || eItem_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Entertainment || 165|| eItem_AlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Food || 166|| eItem_AlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Stasis Tank || 167 || eItem_AlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Computer || 168 || eItem_UFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AlienSurgery || 169 || eItem_AlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Power Source || 170 || eItem_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyperwave Beacon|| 171 || eItem_HyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Entertainment  || 172 ||eItem_DamagedAlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Food || 173 ||eItem_DamagedAlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien StasisTank|| 174 ||eItem_DamagedAlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO Navigation ||175 || eItem_DamagedUFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien Surgery || 176 ||eItem_DamagedAlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO PowerSource || 177||eItem_DamagedUFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Core || 179 || eItem_UFOFusionLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Device || 180 || eItem_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Exalt Intel||181  || eItem_ExaltIntel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Kestrel Armor ||182 || eItem_END_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Outsider Shard|| 183 || eItem_Base_Shard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skeleton Key|| 184||eItem_Skeleton_Key&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Mechtoid Core || 187 ||eItem_MechtoidCore&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Seeker Corpse || 188 || eItem_SeekerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild SHIV|| 206|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Rebuild Alloy SHIV || 207||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild Hover SHIV|| 208||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| NONE|| 0|| eItem_NONE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research projects ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveTech&amp;lt;/b&amp;gt; [name without eTech sign; array number if no name is present]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
*The command &amp;lt;b&amp;gt;GiveAllTech&amp;lt;/b&amp;gt; completes all Research projects and unlocks all Gene mods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Research projects list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Project Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenobiology || 1 || eTech_Xenobiology&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenoneurology || 2 || eTech_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Operations || 3 || eTech_BaseShard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Propulsion || 4 || eTech_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectoid Commander Autopsy || 5 || eTech_AutopsySectoidCommander&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Communications || 6 || eTech_Hyperwave&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Command and Control || 7 || eTech_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenogenetics || 8 || eTech_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium || 9 || eTech_Elerium&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind And Machine || 10 || eTech_PsiArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Body Armor || 11 || eTech_Armor_Carapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mobile Power Armor || 12 || eTech_Armor_Carapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Power Armor || 13 || eTech_Armor_Titan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth Systems || 14 || eTech_Armor_Ghost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Antigrav Systems || 15 || eTech_Armor_ArchAngel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Weaponry || 16 || eTech_WeaponFragments&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Materials || 17 || eTech_AlienMaterials&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Experimental Warfare || 18 || eTech_Exp_Warfare&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Beam Lasers || 19 || eTech_LaserWeapons&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Beam Lasers || 20 || eTech_PrecisionLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pulse Lasers || 21 || eTech_HeavyLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Compact Plasma Weapons || 22 || eTech_Plasma_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Plasma Weapons || 23 || eTech_Plasma_Light&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Plasma Weapons || 24 || eTech_Plasma_Rifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Plasma Weapons || 25 || eTech_Plasma_Heavy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Precision Plasma Weapons || 26 || eTech_Plasma_Sniper&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Gauss Weapons || 27 || eTech_Alloy_Cannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Vehicular Plasma Weapons || 28 || eTech_Plasma_Cannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fusion Weapons || 29 || eTech_Fusion_Launcher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Gauss Weapons || 30 || eTech_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Computers || 31 || eTech_AlienNavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Power Systems || 32 || eTech_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Electromagnetic Pulse Weapons || 33 || eTech_EMP&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Sectoid || 34 || eTech_InterrogateSectoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Floater || 35 || eTech_InterrogateFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Muton || 36 || eTech_InterrogateMuton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Sectoid Commander || 37 || eTech_InterrogateSectoidCommander&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Berserker || 38 || eTech_InterrogateBerserker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Thin Man || 39 || eTech_InterrogateThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Heavy Floater || 40 || eTech_InterrogateHeavyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Muton Elite || 41 || eTech_InterrogateMutonElite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Ethereal || 42 || eTech_InterrogateEthereal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectoid Autopsy || 43 || eTech_AutopsySectoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Floater Autopsy || 44 || eTech_AutopsyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Thin Man Autopsy || 45 || eTech_AutopsyThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Muton Autopsy || 46 || eTech_AutopsyMuton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Chryssalid Autopsy || 47 || eTech_AutopsyCryssalid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Pulse Lasers || 48 || eTech_AutopsyZombie&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cyberdisc Autopsy || 49 || eTech_AutopsyCyberdisc&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Berserker Autopsy || 50 || eTech_AutopsyBerserker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Floater Autopsy || 51 || eTech_AutopsyHeavyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Muton Elite Autopsy || 52 || eTech_AutopsyMutonElite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Autopsy || 53 || eTech_AutopsyDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectopod Autopsy || 54 || eTech_AutopsySectopod&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ethereal Autopsy || 55 || eTech_AutopsyEthereal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mechtoid Autopsy || 56 || eTech_AutopsyMechtoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Seeker Autopsy || 57 || eTech_AutopsySeeker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenopsionics || 58 || eTech_PsiLabs&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Aerospace Concepts || 59 || eTech_Autopsy_END&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Biocybernetics || 60 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Scout || 61 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Destroyer || 62 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Abductor || 63 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Transport || 64 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Battleship || 65 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Overseer || 66 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Fighter || 67 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Raider || 68 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Harvester || 69 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Terror Ship || 70 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Assault Carrier || 71 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Body Armor || 72 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Combat Exoskeletons || 73 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mobile Combat Exoskeletons || 74 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Combat Exoskeletons || 75 || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Foundry projects ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveFoundry&amp;lt;/b&amp;gt; [name without eFoundry sign; array number if no name is present]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Research projects list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Project Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Balistics || 1 || eFoundry_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Grenades || 2 || eFoundry_AlienGrenades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Repairs || 3 || eFoundry_SHIV_Heal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Capture || 4 || eFoundry_CaptureDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Medikit || 5 || eFoundry_MedikitII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Arc Thrower || 6 || eFoundry_ArcThrowerII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ammo Conservation || 7 || eFoundry_AmmoConservation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Lasers || 8 || eFoundry_AutomatedLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Plasma || 9 || eFoundry_AutomatedPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Flight || 10 || eFoundry_AdvancedFlight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Armored Fighters || 11 || eFoundry_AdvancedConstruction&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Repair || 12 || eFoundry_VehicleRepair&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mag Pistols || 13 || eFoundry_PistolI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Rail Pistols || 14 || eFoundry_PistolII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reflex Pistols || 15 || eFoundry_PistolIII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shiv Suppression || 16 || eFoundry_SHIVSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth Satellites || 17 || eFoundry_StealthSatellites&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| SCOPE Upgrade || 18 || eFoundry_Scope&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Servomotors || 19 || eFoundry_AdvancedServomotors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shaped Armor || 20 || eFoundry_ShapedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Jellied Elerium || 21 || eFoundry_EleriumFuel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sentinel Drone || 22 || eFoundry_SentinelDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tactical Rigging || 23 || eFoundry_TacticalRigging&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Close Combat || 24 || eFoundry_MECCloseCombat&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Metallurgy || 25 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Aircraft Boosters || 26 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Wingtip Sparrowhawks || 27 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Penetrator Weapons || 28 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mechanized Unit Defenses || 29 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Surgery || 30 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Avionics || 31 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Countermeasures || 32 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium Afterburners || 33 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Supercapacitors || 34 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Tracking || 35 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Warfare Systems || 36 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Super Skyranger || 37 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Nucleonics || 38 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Salvage || 39 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| New Combat Systems || 40 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Warfare Systems || 41 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Security Training: Weapons || 42 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Security Training: Armor || 43 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Phoenix Coilguns || 44 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Scanners || 45 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Quenchguns || 46 || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Facilities ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveFacility&amp;lt;/b&amp;gt; [name without eFacility sign]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 5px;&amp;quot; | Facilities list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Facility Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Access Lift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_AccessLift&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Laboratory&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_ScienceLab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Workshop&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Workshop&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Satellite Uplink&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_SmallRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Fission Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Foundry&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Foundry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Officer Training School&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_OTS&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Alien Containment&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_AlienContain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Satellite Nexus&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_LargeRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Thermo Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_ThermalPower&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Elerium Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_EleriumGenerator&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Psionic Labs&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_PsiLabs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hyperwave Relay&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_HyperwaveRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Gollop Chamber&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_DeusEx&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Repair Bay&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_CyberneticsLab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Genetics Lab&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_GeneticsLab&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveOTSTech&amp;lt;/b&amp;gt; [name without eOTS sign]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 5px;&amp;quot; | OTS upgrades&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Upgrade name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Squad Size I&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_SquadSize_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Squad Size II&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_SquadSize_II&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Tactical Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_XP_II&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Company Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_HP_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Field Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Regiment Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_XP_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Commanding Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_Will_I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other commands ===&lt;br /&gt;
&lt;br /&gt;
Tactical (Battlescape):&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;AIShowNames&#039;&#039;&#039;&#039;&#039; -- Uncover unit names. Names appear above units even in FOW. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;CaptureAndKillAliens [num]&#039;&#039;&#039;&#039;&#039; -- Captures [num] aliens and kills the remainder. Applies to current wave only. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;KillAliens&#039;&#039;&#039;&#039;&#039; -- Instantly kill all enemies on the map. On standard missions (e.g. abductions, UFOs, terror, etc.) this will end the mission automatically. On council/EXALT missions the command will not end the mission as long as additional enemies are expected to spawn.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;KillNearestAlien&#039;&#039;&#039;&#039;&#039; -- Kills alien nearest to mouse pointer.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;SetHP [num]&#039;&#039;&#039;&#039;&#039; -- Sets the HP of a unit under the cursor to [num], including armor. Does not remove wounded status.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Slomo [num]&#039;&#039;&#039;&#039;&#039; -- Changes game speed by a factor of [num]. e.g. Slomo 1.5 gives 1.5x faster camera and unit motion. Higher values can be unstable.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TakeNoDamage&#039;&#039;&#039;&#039;&#039; -- GOD Mode (applies to whole squad).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ToggleFOW&#039;&#039;&#039;&#039;&#039; -- Removes fog of war.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ToggleRain&#039;&#039;&#039;&#039;&#039; -- Turns off rain. Use SetStormIntensity 0 to stop lightning flashes.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TeleportToCursor&#039;&#039;&#039;&#039;&#039; -- Teleport selected unit to mouse pointer location.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TeleportAllToCursor&#039;&#039;&#039;&#039;&#039; -- Teleport the entire squad to mouse pointer location.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;UnlimitedMoves&#039;&#039;&#039;&#039;&#039; -- Grants unlimited moves &amp;amp; attacks (applies to whole squad), until the player ends the turn manually.&lt;br /&gt;
&lt;br /&gt;
Strategy (Geoscape):&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;FinishAllProjects&#039;&#039;&#039;&#039;&#039; -- Immediately finish all items in foundry and workshop queue.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ForceFCMission [mission]&#039;&#039;&#039;&#039;&#039; -- Forces Funding Council mission once you enter Mission Control. If [mission] is omitted, gives a random valid FC mission. Mission strings are in DefaultMaps.ini.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveResource [resource] [amount]&#039;&#039;&#039;&#039;&#039; -- Add specified resource amount to inventory. Resource types: &#039;&#039;money, elerium, alloys, meld, engineers, scientists&#039;&#039;.  Note: this command cannot be used to add weapon fragments (use &#039;&#039;GiveItem&#039;&#039; for that).  On the other hand, elerium, alloys, and meld can be added using either &#039;&#039;GiveItem&#039;&#039; or &#039;&#039;GiveResource&#039;&#039; command (see items table). &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveMeTonsOfResources [amount]&#039;&#039;&#039;&#039;&#039; -- Add the specified amount to all resource types listed above, except fragments.  If you don&#039;t specify the amount, a default value of 9,999 will be added to each resource. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveItem WeaponFragment [amount]&#039;&#039;&#039;&#039;&#039; -- Add specified amount of fragments to inventory.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;LevelUpBarracks [num]&#039;&#039;&#039;&#039;&#039; -- Promotes all soldiers in barracks by [num] ranks.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;SetMonth [num]&#039;&#039;&#039;&#039;&#039; -- Sets month to [num]. Takes effect in Mission Control and launches the monthly report if new month is greater than current. Game starts on month 1. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=86485</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=86485"/>
		<updated>2018-05-04T20:14:25Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Pistol Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
The Foundry cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
===SHIV-Specific Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| -&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 10x Drone Wreck, &amp;lt;br /&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat. Also unlocks &#039;&#039;Advanced Suppression Module&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Mechanical Unit Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Reduces interceptor, MEC, SHIV, and item repair time by about one-third.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| -&lt;br /&gt;
| Allows Arc Throwers to be used to repair SHIVS and MECs.&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn.&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 7&lt;br /&gt;
| 8x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Unit Defenses&lt;br /&gt;
| Armor&lt;br /&gt;
| Unlocks the &#039;&#039;Core Armoring&#039;&#039; and &#039;&#039;Alloy Carbide Plating&#039;&#039; items for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Body Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 60&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Armor&lt;br /&gt;
| Increases health of mechanized units (SHIV, MEC) by 3.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 25x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| -&lt;br /&gt;
| Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.&amp;lt;br&amp;gt;Bonuses also apply to the MEC Grenade Launcher.&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade (from live capture)&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Weapons&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Weapons&lt;br /&gt;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Laser Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Unlocks &#039;&#039;Enhanced Beam Optics&#039;&#039;, which increases beam/pulse Laser weapons damage by +1.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Plasma Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| All plasma-tier weapons receive +1 base damage. Also unlocks &#039;&#039;Plasma Stellerator&#039;&#039;, which increases plasma weapons damage by +1.&lt;br /&gt;
| 120&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Dragon &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Gauss Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Doubles the DR reduction of gauss weapons to 0.67.&lt;br /&gt;
| 60&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 50&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Carbine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Equipment Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV).&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br /&amp;gt; 5x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 5x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| -&lt;br /&gt;
| Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 50 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Psionics&lt;br /&gt;
| Like &#039;&#039;New Combat Systems&#039;&#039;, unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 40&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Weapons&lt;br /&gt;
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x SCOPE&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Armor&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 80&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all pistols and machine pistols. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants +8% critical hit chance to all pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Gauss Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Grants +8% aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 10&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Plasma Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Grants +1 base damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 1x Alien Pistol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Recovery===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| -&lt;br /&gt;
| Increases alien alloy recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| -&lt;br /&gt;
| Increases elerium recovery by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 150&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Decreases soldier wound times by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Stasis Tank,&amp;lt;br /&amp;gt; 12x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| -&lt;br /&gt;
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aerospace Improvements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Aerospace&amp;lt;br&amp;gt;Laser Weapons&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Aerospace&amp;lt;br&amp;gt;Armor&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| Increases the Phoenix Cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| -&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Laser Weapons&lt;br /&gt;
| Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 150&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| -&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §65&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Aerospace&amp;lt;br&amp;gt;Gauss Weapons&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=86473</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=86473"/>
		<updated>2018-05-03T21:03:06Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can&#039;t take advantage of ITZ.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction.&lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.  &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=86403</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=86403"/>
		<updated>2018-04-26T10:26:27Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Weapon attachments */  I just tested ingame and the scope/laser sight bonus is not applying to pistols. If this is a visual/interface bug and they do apply in actuality, then that should be mentioned.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War, all regular soldiers have 2 &#039;&#039;&#039;equipment&#039;&#039;&#039; slots from the start of the game. The &#039;&#039;Tactical Rigging&#039;&#039; Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game [[Armor (Long War)|armors]] (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the &#039;&#039;Tactical Rigging&#039;&#039; [[Foundry_(Long_War)#General_Equipment_Upgrades|Foundry project]].&lt;br /&gt;
&lt;br /&gt;
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
A lot of items have an effect that lasts for one or more turns. All turns last until the start of the player&#039;s turn. Thus, an item that lasts for 1 turn and is activated during the player&#039;s turn, remains in effect for the remainder of that player&#039;s turn and the following Alien&#039;s turn. An item that lasts for 2 turns and is activated during the Aliens&#039; turn, remains in effect for the remainder of that Aliens&#039; turn, the following player&#039;s turn, and the following Aliens&#039; turn.&lt;br /&gt;
&lt;br /&gt;
==Soldier equipment==&lt;br /&gt;
===Protective gear===&lt;br /&gt;
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||All soldiers||-1||+1|| || || || ||Can&#039;t stack with Alloy or Chitin Plating||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||All soldiers||-1||+2|| || || || ||Can&#039;t stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||All soldiers||-2||+3|| || || || ||Reduces melee damage by 40%&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Can&#039;t stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||10 [[Alien Artifacts (Long War)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Reinforced Armor]]&#039;&#039;&#039;||All soldiers||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Psi Screen]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (Long War)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Impact Vest]]&#039;&#039;&#039;||Assaults||-1||+1|| || || ||{{ Shock Absorbent Armor (Long War) }}|| ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chameleon Suit]]&#039;&#039;&#039;||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:&amp;lt;br /&amp;gt;Reduces hit chance of the first reaction shot by 95% instead of 90%&amp;lt;br /&amp;gt;Reduces hit chance of further reaction shots by 85% instead of 70%&amp;lt;br /&amp;gt;Grants immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous gear===&lt;br /&gt;
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1|| || ||{{ Steadfast (Long War) }}|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||All soldiers|| ||+1|| || ||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Prevents death on the first drop to 0 health per mission&amp;lt;br /&amp;gt;Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||All soldiers||+2|| || || || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-2|| || || ||Increases flight fuel by 6&amp;lt;br /&amp;gt;Double fuel with the &#039;&#039;Advanced Flight&#039;&#039; Foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||+25||{{ Steadfast (Long War) }}||Prevents strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(17)||5 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1|| ||+5|| ||Increases XP gained by 20%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||+10|| ||Increases Psi XP gained by 50%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon attachments===&lt;br /&gt;
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons&#039; accuracy. With the exception of Rockets, these items apply their bonus to primary weapons only. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+4|| || ||+4 crit chance with the &#039;&#039;SCOPE Upgrade&#039;&#039; Foundry project||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+8|| ||+1.5 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8|| || ||+8 crit chance with the &#039;&#039;SCOPE Upgrade&#039;&#039; Foundry project&amp;lt;br /&amp;gt;Can&#039;t stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (1)&amp;lt;br /&amp;gt;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers||-1||-12||+12||+12|| ||Can&#039;t stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||All soldiers||-1|| ||+12||+12||{{ Executioner (Long War) }}||Can&#039;t stack with SCOPE or Neural Gunlink||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&#039;&#039;&#039;||Scouts||-1|| || || ||{{ Squadsight (Long War) }}||Only affects Marksman and Strike Rifles||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers|| || ||+6||+6|| || ||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special ammunition===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can&#039;t stack with one another, that Shredder, Armor Piercing and Flak Ammo can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 ammo&amp;lt;br /&amp;gt;Can&#039;t stack with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-2||-4||Primary weapon gains +2 ammo&amp;lt;br /&amp;gt;Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]&amp;lt;br /&amp;gt;Can&#039;t stack with Hi Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotguns]]||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:&amp;lt;br /&amp;gt;Target receives 50% more damage for 2 turns&amp;lt;br /&amp;gt;Can&#039;t stack with Armor Piercing or Flak Ammo||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon ignores 2 of target DR&amp;lt;br /&amp;gt;Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Flak Ammo||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon and rockets gain +20% damage to flying units&amp;lt;br /&amp;gt;Collateral Damage gains +20% damage and can target flying units&amp;lt;br /&amp;gt;Bonus damage is at least +2 and applies after DR is applied&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon and rockets gain +1 damage&amp;lt;br /&amp;gt;Only affects Ballistic and Gauss weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Reaper Pack]]&#039;&#039;&#039;||All soldiers||-1|| ||Primary weapon gains +16 crit chance&amp;lt;br /&amp;gt;Primary weapon&#039;s range penalty is doubled&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Plasma weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.&lt;br /&gt;
&lt;br /&gt;
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that&#039;s provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.&lt;br /&gt;
&lt;br /&gt;
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can&#039;t keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (Long War)}}!!{{Usable by (Long War)}}!!{{Mobility bonus (Long War)}}!!{{Weapon damage (Long War)}}!!{{Weapon range (Long War)}}!!{{Blast radius (Long War)}}!!{{Special properties (Long War)}}!!{{Item source (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Shredder Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|AP Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-6&amp;lt;br /&amp;gt;(4)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Units with cover towards the center are unaffected&amp;lt;br /&amp;gt;+50% damage with the &#039;&#039;Alien Grenades&#039;&#039; Foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|HE Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-5&amp;lt;br /&amp;gt;(3)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+40% radius with the &#039;&#039;Alien Grenades&#039;&#039; Foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Alien Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-7&amp;lt;br /&amp;gt;(5)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn&#039;t increase the number of support grenades carried, it&#039;s range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren&#039;t called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:&lt;br /&gt;
&lt;br /&gt;
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.&lt;br /&gt;
&lt;br /&gt;
Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.&lt;br /&gt;
&lt;br /&gt;
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it&#039;s reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Flashbang Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Psi Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a smoke cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Provides concealment for all units within the cloud&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Battle Scanner]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a scanner at the target location for 2 turns&amp;lt;br /&amp;gt;Reveals the area, including stealthed units within the area&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Chem Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a chemical cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Applies acid to all units within the cloud or entering the cloud&amp;lt;br /&amp;gt;Does not affect Thin Men or Chryssalids&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (Long War)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Flashbang Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(4)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a beacon at the target location for 2 turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies, Exalt or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Medikit]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid when equipped&amp;lt;br /&amp;gt;Can be used on self or nearby soldier to remove acid and heal 3 hp&amp;lt;br /&amp;gt;Alternatively, it can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;Doubles healing with the &#039;&#039;Improved Medikit&#039;&#039; Foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (Long War)#Utility devices|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Motion Tracker]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:&amp;lt;br /&amp;gt;* Blue: Friendly units&amp;lt;br /&amp;gt;* White: Human civilians&amp;lt;br /&amp;gt;* Red: Aliens and gene modded Exalt&amp;lt;br /&amp;gt;* Yellow: Meld canisters&amp;lt;br /&amp;gt;* Green: Bombs and power nodes&amp;lt;br /&amp;gt;Covert operatives also see hackable radar arrays as Green&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Arc Thrower]]&#039;&#039;&#039;||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Can be used to repair SHIVS and MECs with the &#039;&#039;Field Repairs&#039;&#039; Foundry project&amp;lt;br /&amp;gt;Can be used to stun enemies, to capture them and their weapons&amp;lt;br /&amp;gt;Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp&amp;lt;br /&amp;gt;Increased chance with the &#039;&#039;Improved Arc Thrower&#039;&#039; Foundry project:&amp;lt;br /&amp;gt;57/54/48/42/29% on targets with 3-/4/5/6/7+ hp&amp;lt;br /&amp;gt;Does not affect Chryssalids, Zombies or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+2 charges with the Repair perk||[[Research (Long War)#Xenology|Xenoneurology]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||40||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Combat Stims]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Gain [[Abilities List (Long War)#Adrenaline Surge|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped&amp;lt;br /&amp;gt;Can be used on self to become Stimmed for 2 turns:&amp;lt;br /&amp;gt;Increases mobility and will, reduces damage received by 40%,&amp;lt;br /&amp;gt;and grants immunity to crits while in cover and not flanked||[[Research (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Shadow Device]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||15||4.0||Stealths friendly units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Attacks gain a solid bonus to crit chance, but break stealth&amp;lt;br /&amp;gt;Does not affect enemies, panicked units or units with the Concealment perk||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (Long War)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
===MEC equipment===&lt;br /&gt;
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (Long War)#MEC equipment|Holo-Targeter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Holo-Targeter]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Core Armoring]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1||+2|| || || ||{{ Resilience (Long War) }}|| ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-2||+4|| || || || || ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Battle Computer]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Tactical Sensors]]&#039;&#039;&#039;||MEC troopers||-1|| || || || ||{{ Tactical Sense (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Flamethrower damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Kinetic Strike Module damage by 3||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV modules===&lt;br /&gt;
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|HEAT Ammo]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ HEAT Ammo (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ Danger Zone (Long War) }}|| ||[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ Advanced Fire Control (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIV units||-1||+4||{{ Flush (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Damage Control Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ Damage Control (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ Sentinel (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIV units||-1|| ||{{ Light Em Up (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=86402</id>
		<title>Satellite Nexus (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=86402"/>
		<updated>2018-04-26T10:23:36Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Satellite Nexus (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=+2 maximum satellites&lt;br /&gt;
|adjacency=[[Satellite Nexus (Long War)|Satellite support]] (+1 maximum satellites)&lt;br /&gt;
|prerequisites=[[Research (Long War)#Materials and Aerospace|Alien Computers]]&lt;br /&gt;
|other=2 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]&amp;lt;br&amp;gt;10 engineers + 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] + 20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
|credits=300&lt;br /&gt;
|alienaloys=50&lt;br /&gt;
|elerium=20&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=21&lt;br /&gt;
|quick credits=450&lt;br /&gt;
|quick alienaloys=75&lt;br /&gt;
|quick elerium=30&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=11&lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&lt;br /&gt;
&lt;br /&gt;
Each adjacent [[Satellite Uplink (Long War)|Satellite Uplink]] or [[Satellite Nexus (Long War)|Satellite Nexus]] increases the maximum amount of satellites in orbit by an additional 1.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(Long_War)&amp;diff=69661</id>
		<title>Talk:Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(Long_War)&amp;diff=69661"/>
		<updated>2015-12-14T11:15:38Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* About Time Units */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hm, should be able to get the &amp;quot;Contents&amp;quot; dropdown menu to have links to go to individual sections, without messing with the tables, yes? Like from the top, readers should just click in that to go straight to Weapons Tech, another for the Autopsies and Interrogations, ect. as it is now, it&#039;s not convenient when the first one in it is right below, and the only other one is barely a full screen below that. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 05:31, 13 December 2014 (EST)&lt;br /&gt;
:See if you can navigate now. Should be easier. --[[User:8wayz|8wayz]] ([[User talk:8wayz|talk]]) 20:34, 13 December 2014 (EST)&lt;br /&gt;
::Ahh, much nicer now; thanks --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:44, 13 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tech-Tree ==&lt;br /&gt;
&lt;br /&gt;
Hey Folks,&lt;br /&gt;
&lt;br /&gt;
I put a science-&amp;quot;map&amp;quot; together. It could be helpful, I think. How can I upload it, should I?&lt;br /&gt;
&lt;br /&gt;
== About Time Units ==&lt;br /&gt;
&lt;br /&gt;
The standard unit of research time on these tables is a &amp;quot;day&amp;quot;, which is the output of 30 scientists in one day. Why don&#039;t we just change the units to Scientist-Days (a similar unit as when people talk about &amp;quot;man-hours&amp;quot;) which is basically what one scientist can do in one day. Basically multiplying all the values by 30. This seems like a much better standardized unit of time, but I feel as if there might be a particular reason somebody chose 30 scientist days as the unit?&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64387</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64387"/>
		<updated>2015-05-10T06:13:19Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text. &amp;lt;b&amp;gt;FIXED IN B15&amp;lt;/b&amp;gt;&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
====Beta 15d2 hotfix (April 23, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL &lt;br /&gt;
YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15c (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
====Beta 15c2 hotfix  (April 12, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64386</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64386"/>
		<updated>2015-05-10T06:04:44Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Vanilla game bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text. *FIXED IN B15*&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
====Beta 15d2 hotfix (April 23, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL &lt;br /&gt;
YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15c (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
====Beta 15c2 hotfix  (April 12, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Tactics_(EU2012)&amp;diff=41569</id>
		<title>Multiplayer Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Tactics_(EU2012)&amp;diff=41569"/>
		<updated>2012-11-20T07:05:29Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Unit-specific tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: See the tactical &#039;&#039;[[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&#039;&#039; page for additional info on Actions, Action Rules, and generalized Tactics that also apply to the single-player environment.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* Early moves: Unlike the single-player environment, you pretty much know where your opponent is: the direct opposite side of the map.  For this reason, you can get away with dashing the first turn, possibly even the second turn, without taking the time to cycle through your entire squad and perform their first movement before cycling through for the second movement.  Use this to your advantage by sending out a scout to flush your opponent, create a diversion, or even back the unit off and draw them into a trap.  This is not good in single-player and is really only advisable in the first or second move of multiplayer.&lt;br /&gt;
&lt;br /&gt;
* Ammo: If your opponent uses Heavy unit or a Super-soldier, count their ammo and take advantage when their ammo is ran out. But don&#039;t bother counting Muton&#039;s ammo, they have ammo conservation upgrade.&lt;br /&gt;
&lt;br /&gt;
* Countering Ghost Armor: Even though ghosted target is invisible, your soldiers will react(&amp;quot;Enemy spotted!&amp;quot;) if he/she comes in sight. Also if ghosted unit is flanking your unit, your units will have yellow shield indicating they&#039;re flanked.&lt;br /&gt;
&lt;br /&gt;
* Medic: Consider bringing medic if you use many soldier units. Although healing don&#039;t do much, revive can turn the tide in multiplayer. Dense smoke helps too.&lt;br /&gt;
&lt;br /&gt;
* First turn: Player with lesser squad point gets first turn. It maybe worth giving up little point to get first turn. If both player has same points, First turn is randomly given.&lt;br /&gt;
&lt;br /&gt;
==Unit-specific tips==&lt;br /&gt;
&lt;br /&gt;
* Sectoid: They&#039;re cheap. One more eye is good to have, and if needed you can sacrifice it for bait overwatch shots. Another good thing is they&#039;re not limited by ammo(pistol), so they can suppress indefinitely, and suppress sometimes destroy cover so other units can kill it.&lt;br /&gt;
&lt;br /&gt;
* Thin man: They have good mobility, but their aim is not so good. So try to flank or get to higher ground. Poison reduces affected units aim by 20. Poison+suppress will reduce aim by 50, rendering a unit almost useless.&lt;br /&gt;
&lt;br /&gt;
* Chryssalid: They can&#039;t make zombie from aliens.&lt;br /&gt;
&lt;br /&gt;
* Sectoid commander: They&#039;re cheapest unit who can use MC. Countered by mind shields, but you can try to boost his will by using Psi inspiration from Psi guardian or Combat drug-smoke from Tac officer.&lt;br /&gt;
&lt;br /&gt;
==Soldier Customizing==&lt;br /&gt;
&lt;br /&gt;
* Smokejumper: +1hp, +5aim and +5will over rookie, quite good upgrade for 100points. If you are going to use rookie, consider smokejumper.&lt;br /&gt;
&lt;br /&gt;
* LPR + SCOPE combo: These cheap upgrades will make your rookies to marksman.&lt;br /&gt;
&lt;br /&gt;
* Nano-fiber vest vs Chitin plating: Chitin gives 2 more HP and melee damage resistance with 100 more points. Cost-efficient than Nano-fiber vest.&lt;br /&gt;
&lt;br /&gt;
* Chitin plating vs Carapace Armor: Chitin gives 1 more HP while it is 300 points cheaper. Although you can&#039;t use other items it&#039;s something to consider.&lt;br /&gt;
&lt;br /&gt;
* Carapace Armor vs Skeleton Suit: Both have same cost. Skeleton has 1 less HP, but has 10 defense and mobility. It&#039;s better choice in most situations.&lt;br /&gt;
&lt;br /&gt;
* Mind shield: If you rely on a super soldier, consider mind shield on him/her. If he/she gets MC&#039;ed it will be sure lose.&lt;br /&gt;
&lt;br /&gt;
* Ghost Armor synergy: Using psi abilities don&#039;t break invisibility, so consider ghost armor to your psi soldier. Or, you can equip Heavy with ghost armor who has bullet swarm, he/she can attack then ghost-move, completely preventing any enemy retaliation. (But due to ghost armor cost increase, this strat is not really good now.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=41507</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=41507"/>
		<updated>2012-11-17T22:41:32Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* The Assault has two general paths, one for defense with &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Resilience&#039;&#039;&#039;, or the offensive path of &#039;&#039;&#039;Aggression&#039;&#039;&#039;, &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;Close Quarters Specialist&amp;quot; will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone&#039;s turn.  As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!&lt;br /&gt;
* Be careful using Run &amp;amp; Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can&#039;t move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving the aim of everyone else who fires at the same alien. Attacking with Bullet Swarm counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&lt;br /&gt;
*VERY USEFUL: The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The most important decision for a sniper is whether they are &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;. A Snap Shot sniper is more mobile (which is probably a role better suited to another class) , while a Squad Sight sniper will stay back and deliver long-range fire. &lt;br /&gt;
* The sniper then has the choice of taking &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; to either combat their weakness in close combat or capitalize on their strength. Mind that Gunslinger is quite redundant if a Sniper possesses Snap Shot already. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not trigger alien &amp;quot;duck for cover&amp;quot; actions.&lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. This is useful for captures, or to shut down Cyberdiscs or Sectopods that you won&#039;t be able to kill this turn. Disabling Shot is also very useful to prevent mind controlled squad members from firing at your soldiers.&lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
** Archangel armor will also allow this. The sniper will benefit from Damn Good Ground while hovering.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipurpose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk dramatically improves the effectiveness of medikits, tripling the number of uses. &#039;&#039;&#039;Savior&#039;&#039; further improves medikit effectiveness, and &#039;&#039;&#039;Revive&#039;&#039;&#039; can allow the medikit to bring critically wounded soldiers back in to the fight.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity makes for a good scout.&lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game &#039;extra&#039; class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Psionics can only be used on an alien that can only be seen by the unit.&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&lt;br /&gt;
* An alien under the effects of &#039;&#039;&#039;Mind Control&#039;&#039;&#039; is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC&#039;d, his weapon does &#039;&#039;&#039;not&#039;&#039;&#039; explode, allowing you to capture it at the end of the mission.&lt;br /&gt;
* A Mind Controlled unit cannot act on the turn it is controlled. &lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.&lt;br /&gt;
* Contrary to the description, &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; will cause the victim to panic immediately, often causing it to fire on you in your turn, making using Psi Panic on something you plan to kill this turn actually detrimental.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=41506</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=41506"/>
		<updated>2012-11-17T22:33:22Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* Capturing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Tactics===&lt;br /&gt;
&lt;br /&gt;
Leap frog your way forward on maps while also rotating through your squad&#039;s first move before deciding to perform a second move.&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch, or fire if you encounter something along the way.&amp;lt;br&amp;gt;&lt;br /&gt;
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.&lt;br /&gt;
&lt;br /&gt;
It will also help make sure you have someone with a move left to take action should you encounter aliens.&lt;br /&gt;
&lt;br /&gt;
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn. 2. If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
&lt;br /&gt;
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run &amp;amp; Gun tactics you can clean up weaker groups before they have a chance to fire at you.&lt;br /&gt;
&lt;br /&gt;
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. &lt;br /&gt;
&lt;br /&gt;
Muton berserkers have a handy habit of chasing down the soldier that shot them. If unprepared, or early on in the game with weak weapons and soldiers, this can be hard to deal with. Later on in the game with stronger characters and weapons it can be used to your advantage. If there are 3 or more soldiers in a line/group use the first soldier on the end to draw the Berserker to the group. Then shoot the berserker with the next closest soldier and repeat along the line. If executed properly the berserker will move from one soldier to the next each time getting closer to the soldier next in line to shoot him. This tactic is especially useful when using the alloy cannon, a weapon with great power but short range. It is also useful if you have a heavy with Bullet Swarm or a sniper with double tap because you can encourage the berserker to move into position instead of your soldier moving and only having 1 shot. &lt;br /&gt;
&lt;br /&gt;
===Plan before you commit===&lt;br /&gt;
&lt;br /&gt;
Do not use your soldier&#039;s turns separately, like, select unit 1, do something, select next unit, do something... First plan the movement and actions of all the soldiers, and only then commit to actually doing it. Instead of taking best shot possible with each soldier, one after another, it might be a good idea to first check which soldier sees which enemy, and has which chance to hit - for example, one of your squad sight snipers could only see one target with 100% CTH on it, and your other squad sight can see that target with 100% CTH on it, and another with 80% CTH on it - while it could seem as a better move to fire on the first target with the second sniper when you select him and look at available targets, doing so will mean you cannot do any reasonable damage with your first sniper this turn. Also, consider what opportunities indirect use of explosives may provide - you may first remove cover of several aliens, then shoot, to maximise your chance to hit, consider how you can move to improve your sight or chance to hit, etc. It is also a good idea to plan for the worst case scenario, having backup plans - for example, leaving Heavy&#039;s turn for last, so that he can blow enemies up in case you miss them, or, commit to firing first with your soldiers that are least in danger (snipers, or those behind good cover) so, in case enemies live, you can retreat your soldiers in low cover or in danger of being flanked, instead of having them already spent their turn and locked in a danger zone.&lt;br /&gt;
&lt;br /&gt;
===High Cover vs Low Cover===&lt;br /&gt;
&lt;br /&gt;
Low Cover not nearly as useful enough as High Cover. While in High Cover you can count on most likely not being hit, and Hunker Down behind it means in most cases that enemy will have 1% chance to hit you, Low Cover means you will most likely be hit than not, and Hunker Down will not save you from being hit as well. Generally, consider using Low Cover only when there is absolutely no way to use High Cover, and always place and advance your soldiers around the map by moving from high cover to high cover. You should never have exchange of shots with aliens with one of your front soldiers being behind Low Cover, except when you have no other choice (like, pinned down in a corner of a map, or all nearby high cover blown by explosives). Having even one unit behind low cover means aliens will focus their fire on that unit and very probably kill or damage it.&lt;br /&gt;
&lt;br /&gt;
===Cover vs Firing and Hunker Down===&lt;br /&gt;
&lt;br /&gt;
While shooting at enemies is always better than nothing, if you miss or don&#039;t kill the target, said shooter is exposed to return fire. Unless you are confident in the shot, or have a second shooter, it may be a good idea to hunker down.&lt;br /&gt;
&lt;br /&gt;
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario, non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters. &lt;br /&gt;
&lt;br /&gt;
A viable tactic using hunker down is putting snipers in the back (out of enemy LOS) and other units in enemy LOS but behind high cover and in Hunker Down. Enemies will either try to shoot with a very miniscule chance ot hit, relocate (sometimes flanking themselves or making themselves easier targets on subsequent turn) or just go overwatch. This effectively gives your sniper team extra turns to shoot at the aliens (and lower their numbers). However, watch out for enemies with AOE attacks like Thin Men or Mutons, since AI will use it without hesitation in such case.&lt;br /&gt;
&lt;br /&gt;
Also remember that Heavy soldier can go into Hunker Down after he already fired once, if he has the Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
===AI &amp;quot;Panic&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit). &lt;br /&gt;
&lt;br /&gt;
This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer. &lt;br /&gt;
&lt;br /&gt;
Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks. &lt;br /&gt;
&lt;br /&gt;
The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&lt;br /&gt;
&lt;br /&gt;
Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
===Do not fear the enemy which is unknown===&lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
While usually you&#039;d try to stay mostly in high cover, spread up if enemy is carrying grenades, doing so when there are no active aliens can actually hurt you, because when they pop on their turn, only one or two of your soldiers will get a chance to react, since others will not yet have LOS on the enemy. Or, aliens may appear from the side of your line formation, meaning it takes you more than one move to get your soldiers into position to fire on spotted aliens. And so on. If you start thinking about situations when there are aliens on the map that are active and when there are not as separate situations, in case there aren&#039;t any active aliens it may be optimal not to stay in cover and spread out, but have cover reachable in 1 move, while staying bunched together, thus still being safe in case you cannot take down spotted aliens in one turn, but at the same time giving you benefit of having all your soldiers fire an overwatch shot against spotted aliens. Also, as long as you kill the spotted aliens in the turn you spotted them on (or in the turn that goes after the turn they came into your LOS, if it happened on their turn), you do not have to worry about going into cover, because you will again have no active aliens present on the map. &lt;br /&gt;
&lt;br /&gt;
Also, notice that firing on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easilly happen with battlescanner) will activate the pack, but only if you hit. If you miss, you will not activate them.&lt;br /&gt;
&lt;br /&gt;
===Mind Wall===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons. &lt;br /&gt;
&lt;br /&gt;
===Capturing===&lt;br /&gt;
&lt;br /&gt;
Capturing aliens is both incredibly useful and very difficult. Important points:&lt;br /&gt;
# If an alien has more than three HP with a basic arc thrower, shoot it until it doesn&#039;t. Don&#039;t even bother trying to stun one with more HP except as a desperation tactic.&lt;br /&gt;
# Arc Throwers are &#039;&#039;items&#039;&#039;, not weapons. Run And Gun does not work with them&lt;br /&gt;
# Arc Throwers are &amp;quot;close range&amp;quot; devices, not melee, so as long as your unit has a line of sight on an enemy and is 3.162277 tiles or less away (that is, your unit can be 3 tiles away on one axis, and 1 tile on the other and still be in range, or rather, they can be one Tetris &amp;quot;L-piece&amp;quot; away.) it may stun with no penalty to aim. So try to stay in cover when stunning if you can.&lt;br /&gt;
# Stunning has an inconvenient tendency to fail at the worst possible moment.&lt;br /&gt;
&lt;br /&gt;
So, you need to shoot most aliens, but very carefully or you might kill them instead. Also, your soldier will likely die unless you&#039;ve cleared out the other aliens and the stun works. Furthermore, you have to spend a turn pretty close to the target alien before trying to stun it. Basically, if a soldier is intended to stun a specific target, odds are good they won&#039;t come back.&lt;br /&gt;
&lt;br /&gt;
Option one for dealing with this is to hand the arc thrower to a rookie you don&#039;t like. The upside is that you don&#039;t need to do anything all that fancy setting up for the stun, but the downside is that they might die before managing to stun anything, and you&#039;ll probably be out 20$, plus they aren&#039;t very useful aside from stunning things. Bear in mind that mind controlling enemies will usually go for the lowest Will soldier around, which is likely to be your rookie with the stunner.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can hand arc throwers to experienced soldiers, especially a support with sprint, in the best armor you have and use whichever is closest to a priority target. This makes a successful capture more likely, and if you distribute them you can stun targets of opportunity, such as Mutons, for their guns. Unfortunately, it also requires parking valuable soldiers near an alien to be shot at.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the most valuable targets, commanders, are frequently in areas with plenty of cover and if you&#039;re lucky a door. With careful positioning, you may be able to stun them the turn you kick down the door. Unfortunately, if you fail, both Ethereals and Sectoid Commanders may mind control your troops. Also, you&#039;ll need a plan for dealing with the Ethereal&#039;s bodyguard. It is highly likely you will suffer at least one fatality capturing an Ethereal. Happily there is no reason whatsoever to do so twice.&lt;br /&gt;
&lt;br /&gt;
There are some (mostly common sense) tricks to make captures easier:&lt;br /&gt;
* Capture the last enemy. Going for a stun while being shot at by 3 more aliens is obviously not a good idea.&lt;br /&gt;
* If things look bad, just shoot it. Capturing an enemy is rarely worth losing an experienced soldier for. There will always be another.&lt;br /&gt;
* Disabling Shot will shut down most enemies for one turn. It will also do a little damage to prepare them for the stun.&lt;br /&gt;
* Smoke grenades and Telekinetic Field are obvious ways to keep a soldier in a vulnerable position safer.&lt;br /&gt;
* A Lightning Reflexes Assault can draw out and negate overwatch fire to allow your other soldiers to advance safely.&lt;br /&gt;
* You can pretty much bank on Sectoid Commanders using mind control on their first turn. This is good and bad, because it means you&#039;re essentially safe for the first turn approaching them because they&#039;ll use MC and the controlled soldier can&#039;t act until the next turn. Ethereals may also use mind control, but not reliably.&lt;br /&gt;
&lt;br /&gt;
Besides commanders, you want to capture enemies who have guns you want. Thin Men carry light plasma rifles to arm your early recruits, Mutons carry an upgraded version, and Muton Elites have heavy plasmas. Those three are the enemies you&#039;ll probably want to capture most often.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=41505</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=41505"/>
		<updated>2012-11-17T22:26:35Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: /* AI &amp;quot;Panic&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Tactics===&lt;br /&gt;
&lt;br /&gt;
Leap frog your way forward on maps while also rotating through your squad&#039;s first move before deciding to perform a second move.&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch, or fire if you encounter something along the way.&amp;lt;br&amp;gt;&lt;br /&gt;
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.&lt;br /&gt;
&lt;br /&gt;
It will also help make sure you have someone with a move left to take action should you encounter aliens.&lt;br /&gt;
&lt;br /&gt;
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn. 2. If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
&lt;br /&gt;
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run &amp;amp; Gun tactics you can clean up weaker groups before they have a chance to fire at you.&lt;br /&gt;
&lt;br /&gt;
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. &lt;br /&gt;
&lt;br /&gt;
Muton berserkers have a handy habit of chasing down the soldier that shot them. If unprepared, or early on in the game with weak weapons and soldiers, this can be hard to deal with. Later on in the game with stronger characters and weapons it can be used to your advantage. If there are 3 or more soldiers in a line/group use the first soldier on the end to draw the Berserker to the group. Then shoot the berserker with the next closest soldier and repeat along the line. If executed properly the berserker will move from one soldier to the next each time getting closer to the soldier next in line to shoot him. This tactic is especially useful when using the alloy cannon, a weapon with great power but short range. It is also useful if you have a heavy with Bullet Swarm or a sniper with double tap because you can encourage the berserker to move into position instead of your soldier moving and only having 1 shot. &lt;br /&gt;
&lt;br /&gt;
===Plan before you commit===&lt;br /&gt;
&lt;br /&gt;
Do not use your soldier&#039;s turns separately, like, select unit 1, do something, select next unit, do something... First plan the movement and actions of all the soldiers, and only then commit to actually doing it. Instead of taking best shot possible with each soldier, one after another, it might be a good idea to first check which soldier sees which enemy, and has which chance to hit - for example, one of your squad sight snipers could only see one target with 100% CTH on it, and your other squad sight can see that target with 100% CTH on it, and another with 80% CTH on it - while it could seem as a better move to fire on the first target with the second sniper when you select him and look at available targets, doing so will mean you cannot do any reasonable damage with your first sniper this turn. Also, consider what opportunities indirect use of explosives may provide - you may first remove cover of several aliens, then shoot, to maximise your chance to hit, consider how you can move to improve your sight or chance to hit, etc. It is also a good idea to plan for the worst case scenario, having backup plans - for example, leaving Heavy&#039;s turn for last, so that he can blow enemies up in case you miss them, or, commit to firing first with your soldiers that are least in danger (snipers, or those behind good cover) so, in case enemies live, you can retreat your soldiers in low cover or in danger of being flanked, instead of having them already spent their turn and locked in a danger zone.&lt;br /&gt;
&lt;br /&gt;
===High Cover vs Low Cover===&lt;br /&gt;
&lt;br /&gt;
Low Cover not nearly as useful enough as High Cover. While in High Cover you can count on most likely not being hit, and Hunker Down behind it means in most cases that enemy will have 1% chance to hit you, Low Cover means you will most likely be hit than not, and Hunker Down will not save you from being hit as well. Generally, consider using Low Cover only when there is absolutely no way to use High Cover, and always place and advance your soldiers around the map by moving from high cover to high cover. You should never have exchange of shots with aliens with one of your front soldiers being behind Low Cover, except when you have no other choice (like, pinned down in a corner of a map, or all nearby high cover blown by explosives). Having even one unit behind low cover means aliens will focus their fire on that unit and very probably kill or damage it.&lt;br /&gt;
&lt;br /&gt;
===Cover vs Firing and Hunker Down===&lt;br /&gt;
&lt;br /&gt;
While shooting at enemies is always better than nothing, if you miss or don&#039;t kill the target, said shooter is exposed to return fire. Unless you are confident in the shot, or have a second shooter, it may be a good idea to hunker down.&lt;br /&gt;
&lt;br /&gt;
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario, non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters. &lt;br /&gt;
&lt;br /&gt;
A viable tactic using hunker down is putting snipers in the back (out of enemy LOS) and other units in enemy LOS but behind high cover and in Hunker Down. Enemies will either try to shoot with a very miniscule chance ot hit, relocate (sometimes flanking themselves or making themselves easier targets on subsequent turn) or just go overwatch. This effectively gives your sniper team extra turns to shoot at the aliens (and lower their numbers). However, watch out for enemies with AOE attacks like Thin Men or Mutons, since AI will use it without hesitation in such case.&lt;br /&gt;
&lt;br /&gt;
Also remember that Heavy soldier can go into Hunker Down after he already fired once, if he has the Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
===AI &amp;quot;Panic&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and &amp;quot;panics&amp;quot;. Therefore, you can &amp;quot;lock down&amp;quot; units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit). &lt;br /&gt;
&lt;br /&gt;
This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer. &lt;br /&gt;
&lt;br /&gt;
Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks. &lt;br /&gt;
&lt;br /&gt;
The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it&#039;s starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.&lt;br /&gt;
&lt;br /&gt;
Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.&lt;br /&gt;
&lt;br /&gt;
===Do not fear the enemy which is unknown===&lt;br /&gt;
&lt;br /&gt;
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them.  Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)&lt;br /&gt;
&lt;br /&gt;
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. &lt;br /&gt;
&lt;br /&gt;
While usually you&#039;d try to stay mostly in high cover, spread up if enemy is carrying grenades, doing so when there are no active aliens can actually hurt you, because when they pop on their turn, only one or two of your soldiers will get a chance to react, since others will not yet have LOS on the enemy. Or, aliens may appear from the side of your line formation, meaning it takes you more than one move to get your soldiers into position to fire on spotted aliens. And so on. If you start thinking about situations when there are aliens on the map that are active and when there are not as separate situations, in case there aren&#039;t any active aliens it may be optimal not to stay in cover and spread out, but have cover reachable in 1 move, while staying bunched together, thus still being safe in case you cannot take down spotted aliens in one turn, but at the same time giving you benefit of having all your soldiers fire an overwatch shot against spotted aliens. Also, as long as you kill the spotted aliens in the turn you spotted them on (or in the turn that goes after the turn they came into your LOS, if it happened on their turn), you do not have to worry about going into cover, because you will again have no active aliens present on the map. &lt;br /&gt;
&lt;br /&gt;
Also, notice that firing on an alien that you have spotted but that has not spotted you (this can rarely happen when you&#039;re behind cover, or easilly happen with battlescanner) will activate the pack, but only if you hit. If you miss, you will not activate them.&lt;br /&gt;
&lt;br /&gt;
===Mind Wall===&lt;br /&gt;
&lt;br /&gt;
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.&lt;br /&gt;
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they&#039;ll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you&#039;ll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons. &lt;br /&gt;
&lt;br /&gt;
===Capturing===&lt;br /&gt;
&lt;br /&gt;
Capturing aliens is both incredibly useful and very difficult. Important points:&lt;br /&gt;
# If an alien has more than three HP with a basic arc thrower, shoot it until it doesn&#039;t. Don&#039;t even bother trying to stun one with more HP except as a desperation tactic.&lt;br /&gt;
# Arc Throwers are &#039;&#039;items&#039;&#039;, not weapons. Run And Gun does not work with them&lt;br /&gt;
# It&#039;s nearly impossible to get into cover in a position to stun.&lt;br /&gt;
# Stunning has an inconvenient tendency to fail at the worst possible moment.&lt;br /&gt;
&lt;br /&gt;
So, you need to shoot most aliens, but very carefully or you might kill them instead. Also, your soldier will likely die unless you&#039;ve cleared out the other aliens and the stun works. Furthermore, you have to spend a turn pretty close to the target alien before trying to stun it. Basically, if a soldier is intended to stun a specific target, odds are good they won&#039;t come back.&lt;br /&gt;
&lt;br /&gt;
Option one for dealing with this is to hand the arc thrower to a rookie you don&#039;t like. The upside is that you don&#039;t need to do anything all that fancy setting up for the stun, but the downside is that they might die before managing to stun anything, and you&#039;ll probably be out 20$, plus they aren&#039;t very useful aside from stunning things. Bear in mind that mind controlling enemies will usually go for the lowest Will soldier around, which is likely to be your rookie with the stunner.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can hand arc throwers to experienced soldiers, especially a support with sprint, in the best armor you have and use whichever is closest to a priority target. This makes a successful capture more likely, and if you distribute them you can stun targets of opportunity, such as Mutons, for their guns. Unfortunately, it also requires parking valuable soldiers near an alien to be shot at.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the most valuable targets, commanders, are frequently in areas with plenty of cover and if you&#039;re lucky a door. With careful positioning, you may be able to stun them the turn you kick down the door. Unfortunately, if you fail, both Ethereals and Sectoid Commanders may mind control your troops. Also, you&#039;ll need a plan for dealing with the Ethereal&#039;s bodyguard. It is highly likely you will suffer at least one fatality capturing an Ethereal. Happily there is no reason whatsoever to do so twice.&lt;br /&gt;
&lt;br /&gt;
There are some (mostly common sense) tricks to make captures easier:&lt;br /&gt;
* Capture the last enemy. Going for a stun while being shot at by 3 more aliens is obviously not a good idea.&lt;br /&gt;
* If things look bad, just shoot it. Capturing an enemy is rarely worth losing an experienced soldier for. There will always be another.&lt;br /&gt;
* Disabling Shot will shut down most enemies for one turn. It will also do a little damage to prepare them for the stun.&lt;br /&gt;
* Smoke grenades and Telekinetic Field are obvious ways to keep a soldier in a vulnerable position safer.&lt;br /&gt;
* A Lightning Reflexes Assault can draw out and negate overwatch fire to allow your other soldiers to advance safely.&lt;br /&gt;
* You can pretty much bank on Sectoid Commanders using mind control on their first turn. This is good and bad, because it means you&#039;re essentially safe for the first turn approaching them because they&#039;ll use MC and the controlled soldier can&#039;t act until the next turn. Ethereals may also use mind control, but not reliably.&lt;br /&gt;
&lt;br /&gt;
Besides commanders, you want to capture enemies who have guns you want. Thin Men carry light plasma rifles to arm your early recruits, Mutons carry an upgraded version, and Muton Elites have heavy plasmas. Those three are the enemies you&#039;ll probably want to capture most often.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=41504</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=41504"/>
		<updated>2012-11-17T22:15:08Z</updated>

		<summary type="html">&lt;p&gt;Excalibursin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire.  Cover is taken automatically as the soldier moves through the environment.  While in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier.  Cover is divided into two categories: Low Cover and High Cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low Cover&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Low Cover is represented by a half shield symbol on the tactical HUD.  It conveys a &#039;&#039;&#039;-20%&#039;&#039;&#039; accuracy for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Cover&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
High Cover is represented by a full shield symbol on the tactical HUD.  It conveys a &#039;&#039;&#039;-40%&#039;&#039;&#039; accuracy for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
At Classic and Impossible difficulties, it&#039;s better to try to stay out of line-of-sight of aliens whenever possible (assuming you are not going on Overwatch yourself). When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn&#039;t worth the risk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Cover Works&#039;&#039;&#039;&lt;br /&gt;
How cover actually affects your units can be a bit confusing or unintuitive at first, and unfamiliarity can lead to situations of targets remaining covered when you thought they&#039;d be flanked.&lt;br /&gt;
&lt;br /&gt;
When a unit is adjacent to an object that provides cover, a plane is drawn between the unit and the object that extends to infinity in both directions, both horizontally and vertically.  If a second unit fires at the first, and the line of fire connecting the two units intersects the plane, then the shot&#039;s accuracy will be affected by cover. Note that when a unit takes cover, it can also be treated as having a line of sight as if it was firing from one square out of either side of the cover if there is no adjacent cover in that other tile; in other words, your soldiers have the ability to lean. This is why taking cover against a corner of a building and firing at an enemy taking cover around the corner on the wall will be considered a flank, even when the soldier is actually taking a position that will technically put the cover &amp;quot;plane&amp;quot; between himself and the enemy.&lt;br /&gt;
&lt;br /&gt;
 [[Gameplay_Mechanics_(EU2012)| Back to Gameplay Mechanics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
 [[Enemy_Unknown_(EU2012)| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Excalibursin</name></author>
	</entry>
</feed>