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	<updated>2026-05-03T11:50:39Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chosen_(LWOTC)&amp;diff=123603</id>
		<title>Chosen (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chosen_(LWOTC)&amp;diff=123603"/>
		<updated>2025-07-30T14:21:00Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Immunities */ Additional clarification on crit immunity; maybe a bit much, so criticism is welcome.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File:XCOM2_WotC_chosen_logo.png|frameless|center|Chosen|link=Chosen (LWOTC)]]&lt;br /&gt;
&lt;br /&gt;
==The Chosen==&lt;br /&gt;
The Chosen are unique enemies granted powers by the Elders and are a serious threat against XCOM. They are not to be taken lightly and can cause serious setbacks. Compared to WotC, they now act more like raid bosses so expect a tough fight and to not always be able to take them out quickly before they can cause problems.&lt;br /&gt;
&lt;br /&gt;
==Basic Mechanics==&lt;br /&gt;
===Appearances===&lt;br /&gt;
The Chosen first appear at Force Level 3 and will reveal themselves. The chosen upgrades to T2 at FL7, T3 at FL11, T4 at FL 16, and T5 at FL20.&lt;br /&gt;
Due to their increased strength and increased focus on having tough engagements, their appearance decreases the amount of enemies present and is limited to the following missions which will display a sitrep that they are present:&lt;br /&gt;
* Intel Raids&lt;br /&gt;
* Supply Convoy Retaliation&lt;br /&gt;
* Recruit Raids&lt;br /&gt;
* Haven attacks/defense (Full Retaliations)&lt;br /&gt;
* Haven invasions&lt;br /&gt;
* Chosen Avenger Assaults&lt;br /&gt;
* Chosen Citadel Assaults&lt;br /&gt;
Additionally, to make up for some potential losses defeating them will also reward 3 alloys/elerium per current tier.&lt;br /&gt;
&lt;br /&gt;
===Keen===&lt;br /&gt;
Chosen are much tougher and it is expected to take some wounds and you may even lose some soldiers. With that, when they are present in the field, no soldiers can die and will always bleedout allowing you a chance to save them except during the Citadel Assault where it is a battle to the death&lt;br /&gt;
&lt;br /&gt;
===Capturing===&lt;br /&gt;
Chosen are capable of capturing any knocked out or bleeding out soldiers within vision however it requires their full turn allowing you a grace period to recover and remove them. Kidnap also has a 2-turn cooldown meaning they cannot make consecutive captures in a row.&lt;br /&gt;
&lt;br /&gt;
===Reactions===&lt;br /&gt;
The chosen now gain a &amp;quot;Prime Reaction&amp;quot; granting them an additional action when damaged but is limited to only select abilities. They are allowed to move, reload or &amp;quot;Combat Readiness&amp;quot; which grants 10 defense while in cover, reduce explosive damage by 10% and can remove the maim effect. This option can be disabled through the second wave option.&lt;br /&gt;
&lt;br /&gt;
===Immunities===&lt;br /&gt;
The chosen are immune to any negative mental effects, frost, and critical attacks. The chosen is also immune to Red Fog if the option is enabled.&lt;br /&gt;
Attacks with guaranteed critical hit (not +100%, but guaranteed) will still critically hit the Chosen, and Biggest Booms explosives still have a chance to crit the Chosen due to the crit being applied differently.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
The chosen no longer have any general weaknesses but take 25% additional damage from their respective advesary hero faction.&lt;br /&gt;
&lt;br /&gt;
==Strategy Layer==&lt;br /&gt;
In the strategy layer, the chosen can perform various activities for the month which can be viewed in the chosen screen accessible in the geoscape. Their available activities is based on their current knowledge level, ranging from 0-1000 reaching the next tier, starting at 0, every 250 knowledge gained. The chosen passively gains 100/80/65 knowledge at every supply drop for the first/second/third chosen and an additional 25 whenever they successfully kidnap a soldier. The following is a list of available activities chosen can accomplish:&lt;br /&gt;
* Training : At the end of the month, they gain a new strength empowering them. The Chosen that performed the action cannot repeat it for the next two months. Available at Tier 0&lt;br /&gt;
* Combat Readiness : The chosen is preparing for their next activities and is idle for this period. Only one chosen can perform this action at a time and will not perform this for the next 3 months. When one chosen performs this, no other chosen can perform this for the next 2 months. Available at Tier 0&lt;br /&gt;
* Sabotage : The chosen can perform various activities disrupting xcom and have a 40% chance of succeeding that occurs within the next 7-14 days after selecting this action. Available at Tier 0 :&lt;br /&gt;
** Steal 25% of your current supplies&lt;br /&gt;
** Steal 25% of your current intel&lt;br /&gt;
** Increase a scanning site by 4 days&lt;br /&gt;
** Extend the current covert action by 5 days&lt;br /&gt;
** Delay research by 4 days&lt;br /&gt;
** Can steal 3-5 weapon upgrades but requires at least 3 upgrades to activate.&lt;br /&gt;
** Can steal 2-4 elerium cores but requires at least 2 cores to activate.&lt;br /&gt;
** Can steal 2-4 datapads but requires at least 2 datapads to activate.&lt;br /&gt;
** Can inflict &amp;quot;fear of chosen&amp;quot; to 3 random soldiers&lt;br /&gt;
** Increase current wound times by 5 days&lt;br /&gt;
** Wound a Staff for 15 days.&lt;br /&gt;
* Reinforcements : The chosen will call in additional ADVENT reinforcements into the region. This will launch a quick response troop transport mission some time within the month that if the chosen succeeds will place 1 strength in the region and another strength into a random adjacent region. The mission has full salvage, concealed start with light ( 13-15 enemies ) activity and a squad size of up to 6 soldiers. Only one chosen can perform this activity at a time and will not perform this for the next 6 months. When one chosen performs this, no other chosen can perform this for the next 2 months. Available at Tier 1&lt;br /&gt;
* Dark Event: The chosen activates another dark event. Only one chosen can perform this action at a time and will not perform this for the next month. Available at Tier 2&lt;br /&gt;
* Retribution: Attack a region reducing the haven&#039;s effectiveness by 30% for 21 days and gain 75 knowledge. Can be performed up to two times from a given chosen but only three can be performed all together. The Chosen that performed the action cannot repeat it for the next two months. Available at Tier 3&lt;br /&gt;
* Assault the avenger: Launch an assault against the avenger that occurs in 2-10 days. The mission composes of 30/34/36/40 enemies (based on difficulty) with 1 pod that guards the three various turret locations within the map with the rest of the enemies slowly approaching the avenger. XCOM must defeat all enemies while also destroying the turrets before the avenger is destroyed. The avenger has 550 HP with the Chosen Cannon dealing 80 damage every 7/6/5/4 (based on difficulty) turns and the mini turrets dealing 4 damage each every turn. Only the cannon is required to destroy however destroying the turrets will be helpful. Only one chosen can perform this action at a time and after performing this action lose 33% of their knowledge. Available at Tier 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=123527</id>
		<title>Mechanics (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=123527"/>
		<updated>2025-07-26T14:49:29Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Other */ Grammatical cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:::Pre-critical results are 80% hit, 20% graze. Critical chance promotes half of the normal hits (40% of total) to critical, and half of the grazing hits (10% of total) to normal hits.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
:::Pre-critical results are 10% hit, 20% graze. Critical chance promotes one tenth of hits so 1% normal hits become critical, 2% grazing hits become normal.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
How far can my operatives move with their mobility?&lt;br /&gt;
:After all modifiers of equipment, the number of tiles in a linear direction a soldier can move become: &lt;br /&gt;
:&#039;&#039;&#039;Mobility: (&#039;&#039;blue move/yellow move&#039;&#039;)&#039;&#039;&#039;&lt;br /&gt;
*10: 6/7&lt;br /&gt;
*11: 7/7&lt;br /&gt;
*12: 8/8&lt;br /&gt;
*13: 8/9&lt;br /&gt;
*14: 9/9&lt;br /&gt;
*15: 10/10&lt;br /&gt;
*16: 10/11&lt;br /&gt;
*17: 11/11&lt;br /&gt;
*18: 12/12&lt;br /&gt;
*19: 12/13&lt;br /&gt;
*20: 13/13&lt;br /&gt;
*21: 14/14&lt;br /&gt;
*22: 14/15&lt;br /&gt;
*23: 15/15&lt;br /&gt;
&lt;br /&gt;
So if blue movements are most important, the movement numbers to aim for are: 12,14,15,17,18,20,21 and 23&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior==&lt;br /&gt;
To truly understand how patrols in LW2 are different, it&#039;s important to understand how they were in vanilla.&lt;br /&gt;
&lt;br /&gt;
:In vanilla, there would always be one pod that would be stationed between XCOM and the objective. If that pod was killed, another pod would move to come between XCOM and the objective. Even if the pods were not active, they would, in a way, know where XCOM was. In similar fashion, pod patrol routes would dynamically adjust based on the location of XCOM.&lt;br /&gt;
&lt;br /&gt;
:These mechanics have been done away with, and the patrol zones use a fixed line-of-play based on the objective position and XCOM&#039;s original spawn point; there are no longer updates based on current XCOM position [https://www.reddit.com/r/Xcom/comments/5qad3f/used_stealth_to_move_a_10man_squad_across_a_heavy/ (source).]&lt;br /&gt;
&lt;br /&gt;
== Enemy Alert Levels ==&lt;br /&gt;
In Long War 2, enemy vigilance is more complex than in vanilla.&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state may take defensive actions (each unit has a percentage chance that scales with difficulty) such as hunkering or overwatch on activation, but will not make any offensive moves. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM or perform other such actions as they scamper for cover. Patrols in yellow alert run instead of walk, and may take certain actions (such as Sectoid&#039;s [[Perk List (LWOTC)#Psi Reanimation|Psi Reanimation]]) even when not activated. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LWOTC)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Skyranger Evac Delay ==&lt;br /&gt;
&lt;br /&gt;
After calling for Evac, the Skyranger will not arrive immediately. Instead, the soldier will throw an Evac flare at the selected zone, and it will take a number of turns before the Evac zone is fully active:&lt;br /&gt;
* Each difficulty has a base Evac Delay turns associated:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
* Having a large amount of soldiers in the squad will increase Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 7- || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || 0 || +1 || +2 || +2 || +3 || +3 &lt;br /&gt;
|}&lt;br /&gt;
* The infiltration value of the squad at the moment of starting the mission will either increase or decrease Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
* If there are 7 or more missions being infiltrated (including the one being launched) the Evac Delay will increase by 1 turn.&lt;br /&gt;
* If the commanding [[Officers_(LW2)|officer]] of the squad has [[Perk_List_(LW2)#Air_Controller|Air Controller]] the Evac Delay will decrease by 2 turns.&lt;br /&gt;
* Redeploying the Evac flare after having already called for Evac will increase the Evac Delay by 2 turns.&lt;br /&gt;
* Evac Delay cannot be lower than 1 turn or higher than 10 turns.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
===Mental Ailments===&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
::Disoriented units have -20 Aim, -6 mobility, and -20 will defense, and cannot use most abilities. Disoriented units may still move, shoot, and overwatch. These effects last until the end of the next friendly turn. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind-controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
::Stunned units lose (stun count) actions (Stun 2 = -2 actions/1 turn). Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Panic&#039;&#039;&#039;&lt;br /&gt;
::Panicked units lose their turn and may hunker if possible. This cannot be re-applied to extend the duration. Units do not lose or have their reaction attacks cancelled but can react against allies and have a -35 aim penalty. Certain &amp;quot;battle madness&amp;quot; effects can trigger from special events such as a bondmate dying or a fear triggering. Shattered is the same as basic panic where the unit will simply hunker. Berserk makes the soldier go into a frenzy and perform random offensive actions. Obsessed only triggers from fears of an enemy and forces the soldier to approach them and unload their weapon against them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unconscious&#039;&#039;&#039;&lt;br /&gt;
::The unit is knocked out for the rest of the mission, can be revived with skills that heal mental ailments or get up (xcom).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mind Control&#039;&#039;&#039;&lt;br /&gt;
::The unit is being psionically controlled by another unit, forcing them to join the enemy and attack their allies. The effect lasts 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Environmental Effects===&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
::Burn deals 1-3 damage per turn, lasts two turns, and lockout of most abilities. They can not perform ranged attacks or use most special abilities, but can still do directly adjacent melee attacks (for example stun lance would not be available as it is a dashing melee attack regardless if they are directly adjacent or not). This can be cured by running through water tiles. Hunker down does not remove this.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
::Poisoned units have a -20 Aim, -4 mobility, and takes 1 damage at the start of their turn. The effect will last for 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
::Deals 1-3 damage per turn. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Frozen&#039;&#039;&#039;&lt;br /&gt;
::Frozen units lose their turn and also lose 10 defense. Certain units are only partially affected and will defrost at the beginning of their turn but loses one of their action points. A frozen unit cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
:&#039;&#039;&#039;Chryssalid Poison&#039;&#039;&#039;&lt;br /&gt;
::Deals damage based on the level of the inflictor (Hive queen&#039;s poison will deal more than a basic chryssalid) and will persist for the rest of the mission until healed. If the unit dies while afflicted, a cocoon will spawn that creates smaller chryssalids. Medkit&#039;s poison immunity does not prevent this from applying but does prevent from being damaged by it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Defensive Smoke&#039;&#039;&#039;&lt;br /&gt;
::Grants all units within the smoke +20 defense and immunity to flanking critical bonus. Lasts for 3 turns. Smoke will grant an additional 10 defense with the [[Perk_List_(LWOTC)#Dense_Smoke|Dense Smoke]] perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Maim&#039;&#039;&#039;&lt;br /&gt;
::The afflicted unit has 0 mobility. Lasts for one turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
::Bleeding units take 1 damage per turn. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rupture&#039;&#039;&#039;&lt;br /&gt;
::Ruptured units take an additional (rupture count) damage from all sources for the rest of the mission. Cannot be removed.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect you in concealment is called the Detection Range, and this scales based on a variety of factors. Be aware that detection tiles do not appear on obstacles that can be walked across such as benches. Large Units also tends to have slightly misleading detection and may be slightly larger than it appears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At baseline 100% infiltration, enemies will have their normal detection range.  At infiltration rates below 100%, the enemy will have between between x1 and x1.25 of normal detection radius (i.e up to 1/4th more); conversely, at infiltration rates above 100%, the enemy will have between x1 and x0.8334 of normal detection radius (i.e. up to 1/6th less).  The effect scales linearly; for example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;100% Infiltration: Base * [1 + ((100% - Infil%) x 1/4)]&lt;br /&gt;
* &amp;gt;100% Infiltration: Base * [1 - ((Infil% - 100%) x 1/6)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alert Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In LWOTC, enemies on alert gain a bonus to detection as they become more aware of XCOM activities within the area.&lt;br /&gt;
&lt;br /&gt;
Yellow Alert grants an additional +2 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
Red Alert grants an additional +4 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
* Soldiers now grow fatigued when continuously participating in missions. A point of will is lost every three turns or every two turns when sent out while tired. They enter a tired state when their will reaches about 67% of their max will and require 7-12 days to recover. A soldier will be shaken after participating in a mission while tired and their will reaches about 33% or below and must recover for 20-24 days.&lt;br /&gt;
* Soldiers will only recover will when they are idle and not doing any actions such as infiltrating.&lt;br /&gt;
* Killing a civilian will decrease your will by 2.&lt;br /&gt;
* Will loss from miscellaneous actions such as seeing enemies or taking damage has been removed.&lt;br /&gt;
* Most random panic events have been removed and/or been restricted to shattered (classic panic state where unit hunkers).&lt;br /&gt;
&lt;br /&gt;
==Explosive/AoE Damage Falloff==&lt;br /&gt;
Long War makes explosives and some AoE attacks have damage falloff, decreasing the damage dealt against targets based on the distance from impact. Falloff can be removed with [[Perk List (LWOTC)#Tandem_Warheads|Tandem Warheads]]. &lt;br /&gt;
&lt;br /&gt;
There are three tiers of potential damage falloff depending on distance from detonation point:&lt;br /&gt;
None (up to half blast radius distance)&lt;br /&gt;
25% (up to 75% of blast radius distance)&lt;br /&gt;
50% (outermost 25%)&lt;br /&gt;
&lt;br /&gt;
Initially rolled damage gets reduced by a random amount (starting at 0%) up to this potential damage falloff. &lt;br /&gt;
&lt;br /&gt;
Resulting damage gets rounded down but cannot go lower than 1.&lt;br /&gt;
&lt;br /&gt;
==Environmental Damage==&lt;br /&gt;
There are 3 kinds of destructible objects which all have some &amp;quot;toughness&amp;quot;, or can be seen as &amp;quot;environmental health&amp;quot;, that determines how much damage needs to be dealt before they are destroyed.&lt;br /&gt;
* Simple destructibles: have a single toughness value where enough damage instantly destroys the object. ex. tables or wooden fences&lt;br /&gt;
* Fractional destructibles: similar to simple destructibles but have multiple parts/stages which can be destroyed partially or completely based on the damage dealt. ex. walls or floors&lt;br /&gt;
* Annihilation destructibles: these objects have two stages, damaged and annihilated. These objects have two toughness values. An example are cars where if enough damage is dealt they become damaged and continue to take damage over time until enough is dealt and becomes annihilated.&lt;br /&gt;
&lt;br /&gt;
Despite objects having a &amp;quot;toughness&amp;quot; value, this is not an actual health value but a threshold. An object cannot be eventually destroyed by doing so through multiple hits. Either enough environmental damage is dealt to change the object states or nothing occurs. One exception are targetable objects such as gas tanks or objectives.&lt;br /&gt;
&lt;br /&gt;
Long War greatly changes the impact explosives and weapons have against the environment in the battlefield. Frag grenades have significantly lower environmental damage and very rarely destroys cover (this can be boosted with [[Perk List (LWOTC)#Sapper|Sapper]] &lt;br /&gt;
and [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). Enemy explosives however are slightly better than XCOM&#039;s and are more likely to destroy cover, be cautious of them. This makes cover more important on both sides and requires more careful consideration in &lt;br /&gt;
positioning. &lt;br /&gt;
&lt;br /&gt;
In addition to this, just like with explosive damage, environmental damage also&lt;br /&gt;
suffers damage falloff from the point of impact when using explosives making it more difficult to level out cover completely (this can be removed by using [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). &lt;br /&gt;
&lt;br /&gt;
Similar to how damage is dealt, there is also variance with &lt;br /&gt;
the environmental damage dealt ranging from +/- 20% spread.&lt;br /&gt;
&lt;br /&gt;
==Cover Defense==&lt;br /&gt;
In long war, cover defense is worth more and thus generally have more of an effect and important to use to stay safe. Low cover now grants 30 defense and high cover now grants 45 defense.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
Hacking is an ability that can be used for objectives or by the [[Specialist (LWOTC)|Specialist]] class with their gremlin which can also be used on Advent Poles or against robotic enemies with [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]]. The hacking chance is based on the attacker&#039;s hacking score, the defender&#039;s hack defense, some amount of variance and various modifiers depending on what is being hacked and what the attempted result is. There are a few notes to keep in mind about hacking.&lt;br /&gt;
&lt;br /&gt;
* A robotic enemy can only be hacked once per mission and cannot be re-attempted. This means that you can&#039;t continuously mind control a robotic enemy after it wears out or retry if you failed an attempt.&lt;br /&gt;
* [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]] and [[Perk List (LWOTC)#Full_Override|Full Override]] can target enemies within reasonable line of sight whether they are within their own vision or an alliles from squadsight. These abilities are not the same as hacking objectives or Advent Poles which requries the Specialists&#039; own line of sight in order to begin hacking.&lt;br /&gt;
* When hacking a jail cell during Jailbreaks, the doors are opened upon success and granting control of all the rookies/rebels within to begin escaping. This is not the case for VIP missions which require opening the door manually with a soldier and having the VIP within line of sight in order to take control of them and begin escaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overwatch/Reaction Rules==&lt;br /&gt;
All units with a gun can enter &amp;quot;overwatch&amp;quot; allowing them to take a reactive shot against an enemy that moves at least two tiles within vision. All reaction attacks will suffer a 30% aim penalty meaning that an attack will have its final aim result multiplied by 0.7 to calculate the final hit chance. For example, if the attack would have an 80% chance to hit, the final result for a reactive attack would be 56%. For targets that are dashing, the penalty is increased to 40%.&lt;br /&gt;
&lt;br /&gt;
There are optional changes that only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039; (note this is a leftover mechanic that was made during the beta of LWOTC but is no longer usedm use at own risk):&lt;br /&gt;
* Overwatch now triggers as soon as the unit moves, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Weapon Modifications==&lt;br /&gt;
Weapon mods can be obtained through enemy loot drops similarly to the base game. All weapons have 3 available weapon slots and can be freely equipped and removed from them. The plasma rifle is unique in that it has a special property allowing it to have 4 weapon slots.&lt;br /&gt;
Some weapon mods occupy the same slots and are thus mutually exclusive. Scopes and lasers sights cannot be used together as well as expanded magazines with autoloaders.&lt;br /&gt;
&lt;br /&gt;
==Concealment==&lt;br /&gt;
On some missions, the squad can start in concealment which enemies will not be able to detect them unless within a certain range. Concealment allows you to sneak around or set up positions for an ambush. Most offensive actions and noisy actions such as breaking through windows or ramming doors will reveal the squad and make ADVENT aware of xcom presence in the area allowing them to engage when in vision. An action will reveal the soldier or squad if there is a red eye icon in the UI when selecting the action. &lt;br /&gt;
&lt;br /&gt;
During concealment there are a few additional bonuses that can be used offensively. Any overwatch set during concealment do not suffer overwatch penalties and will fire at the full aim the shot is capable of. Additionally, all enemies will behave as if they have 0 dodge (this does not mean graze band will not apply).&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=123526</id>
		<title>Mechanics (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=123526"/>
		<updated>2025-07-26T14:48:18Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Mental Ailments */ Slight grammatical cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:::Pre-critical results are 80% hit, 20% graze. Critical chance promotes half of the normal hits (40% of total) to critical, and half of the grazing hits (10% of total) to normal hits.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
:::Pre-critical results are 10% hit, 20% graze. Critical chance promotes one tenth of hits so 1% normal hits become critical, 2% grazing hits become normal.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
How far can my operatives move with their mobility?&lt;br /&gt;
:After all modifiers of equipment, the number of tiles in a linear direction a soldier can move become: &lt;br /&gt;
:&#039;&#039;&#039;Mobility: (&#039;&#039;blue move/yellow move&#039;&#039;)&#039;&#039;&#039;&lt;br /&gt;
*10: 6/7&lt;br /&gt;
*11: 7/7&lt;br /&gt;
*12: 8/8&lt;br /&gt;
*13: 8/9&lt;br /&gt;
*14: 9/9&lt;br /&gt;
*15: 10/10&lt;br /&gt;
*16: 10/11&lt;br /&gt;
*17: 11/11&lt;br /&gt;
*18: 12/12&lt;br /&gt;
*19: 12/13&lt;br /&gt;
*20: 13/13&lt;br /&gt;
*21: 14/14&lt;br /&gt;
*22: 14/15&lt;br /&gt;
*23: 15/15&lt;br /&gt;
&lt;br /&gt;
So if blue movements are most important, the movement numbers to aim for are: 12,14,15,17,18,20,21 and 23&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior==&lt;br /&gt;
To truly understand how patrols in LW2 are different, it&#039;s important to understand how they were in vanilla.&lt;br /&gt;
&lt;br /&gt;
:In vanilla, there would always be one pod that would be stationed between XCOM and the objective. If that pod was killed, another pod would move to come between XCOM and the objective. Even if the pods were not active, they would, in a way, know where XCOM was. In similar fashion, pod patrol routes would dynamically adjust based on the location of XCOM.&lt;br /&gt;
&lt;br /&gt;
:These mechanics have been done away with, and the patrol zones use a fixed line-of-play based on the objective position and XCOM&#039;s original spawn point; there are no longer updates based on current XCOM position [https://www.reddit.com/r/Xcom/comments/5qad3f/used_stealth_to_move_a_10man_squad_across_a_heavy/ (source).]&lt;br /&gt;
&lt;br /&gt;
== Enemy Alert Levels ==&lt;br /&gt;
In Long War 2, enemy vigilance is more complex than in vanilla.&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state may take defensive actions (each unit has a percentage chance that scales with difficulty) such as hunkering or overwatch on activation, but will not make any offensive moves. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM or perform other such actions as they scamper for cover. Patrols in yellow alert run instead of walk, and may take certain actions (such as Sectoid&#039;s [[Perk List (LWOTC)#Psi Reanimation|Psi Reanimation]]) even when not activated. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LWOTC)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Skyranger Evac Delay ==&lt;br /&gt;
&lt;br /&gt;
After calling for Evac, the Skyranger will not arrive immediately. Instead, the soldier will throw an Evac flare at the selected zone, and it will take a number of turns before the Evac zone is fully active:&lt;br /&gt;
* Each difficulty has a base Evac Delay turns associated:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
* Having a large amount of soldiers in the squad will increase Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 7- || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || 0 || +1 || +2 || +2 || +3 || +3 &lt;br /&gt;
|}&lt;br /&gt;
* The infiltration value of the squad at the moment of starting the mission will either increase or decrease Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
* If there are 7 or more missions being infiltrated (including the one being launched) the Evac Delay will increase by 1 turn.&lt;br /&gt;
* If the commanding [[Officers_(LW2)|officer]] of the squad has [[Perk_List_(LW2)#Air_Controller|Air Controller]] the Evac Delay will decrease by 2 turns.&lt;br /&gt;
* Redeploying the Evac flare after having already called for Evac will increase the Evac Delay by 2 turns.&lt;br /&gt;
* Evac Delay cannot be lower than 1 turn or higher than 10 turns.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
===Mental Ailments===&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
::Disoriented units have -20 Aim, -6 mobility, and -20 will defense, and cannot use most abilities. Disoriented units may still move, shoot, and overwatch. These effects last until the end of the next friendly turn. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind-controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
::Stunned units lose (stun count) actions (Stun 2 = -2 actions/1 turn). Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Panic&#039;&#039;&#039;&lt;br /&gt;
::Panicked units lose their turn and may hunker if possible. This cannot be re-applied to extend the duration. Units do not lose or have their reaction attacks cancelled but can react against allies and have a -35 aim penalty. Certain &amp;quot;battle madness&amp;quot; effects can trigger from special events such as a bondmate dying or a fear triggering. Shattered is the same as basic panic where the unit will simply hunker. Berserk makes the soldier go into a frenzy and perform random offensive actions. Obsessed only triggers from fears of an enemy and forces the soldier to approach them and unload their weapon against them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unconscious&#039;&#039;&#039;&lt;br /&gt;
::The unit is knocked out for the rest of the mission, can be revived with skills that heal mental ailments or get up (xcom).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mind Control&#039;&#039;&#039;&lt;br /&gt;
::The unit is being psionically controlled by another unit, forcing them to join the enemy and attack their allies. The effect lasts 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Environmental Effects===&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
::Burn deals 1-3 damage per turn, lasts two turns, and lockout of most abilities. They can not perform ranged attacks or use most special abilities, but can still do directly adjacent melee attacks (for example stun lance would not be available as it is a dashing melee attack regardless if they are directly adjacent or not). This can be cured by running through water tiles. Hunker down does not remove this.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
::Poisoned units have a -20 Aim, -4 mobility, and takes 1 damage at the start of their turn. The effect will last for 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
::Deals 1-3 damage per turn. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Frozen&#039;&#039;&#039;&lt;br /&gt;
::Frozen units lose their turn and also lose 10 defense. Certain units are only partially affected and will defrost at the beginning of their turn but loses one of their action points. A frozen unit cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
:&#039;&#039;&#039;Chryssalid Poison&#039;&#039;&#039;&lt;br /&gt;
::Deals damage based on the level of the inflictor (Hive queen&#039;s poison will deal more than a basic chryssalid) and will persist for the rest of the mission until healed. If the unit dies while afflicted, a cocoon will spawn that creates smaller chryssalids. Medkit&#039;s poison immunity does not prevent this from applying but does prevent from being damaged by it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Defensive Smoke&#039;&#039;&#039;&lt;br /&gt;
::Grants all units within the smoke +20 defense and immunity to flanking critical bonus. Lasts for 3 turns. Smoke will grant an additional 10 defense with the [[Perk_List_(LWOTC)#Dense_Smoke|Dense Smoke]] perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Maim&#039;&#039;&#039;&lt;br /&gt;
::The affilicted unit has 0 mobility and lasts for the turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
::Bleeding units take 1 damage per turn. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rupture&#039;&#039;&#039;&lt;br /&gt;
::Ruptured units take an additional (rupture count) damage from all sources for the rest of the mission. Cannot be removed.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect you in concealment is called the Detection Range, and this scales based on a variety of factors. Be aware that detection tiles do not appear on obstacles that can be walked across such as benches. Large Units also tends to have slightly misleading detection and may be slightly larger than it appears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At baseline 100% infiltration, enemies will have their normal detection range.  At infiltration rates below 100%, the enemy will have between between x1 and x1.25 of normal detection radius (i.e up to 1/4th more); conversely, at infiltration rates above 100%, the enemy will have between x1 and x0.8334 of normal detection radius (i.e. up to 1/6th less).  The effect scales linearly; for example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;100% Infiltration: Base * [1 + ((100% - Infil%) x 1/4)]&lt;br /&gt;
* &amp;gt;100% Infiltration: Base * [1 - ((Infil% - 100%) x 1/6)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alert Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In LWOTC, enemies on alert gain a bonus to detection as they become more aware of XCOM activities within the area.&lt;br /&gt;
&lt;br /&gt;
Yellow Alert grants an additional +2 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
Red Alert grants an additional +4 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
* Soldiers now grow fatigued when continuously participating in missions. A point of will is lost every three turns or every two turns when sent out while tired. They enter a tired state when their will reaches about 67% of their max will and require 7-12 days to recover. A soldier will be shaken after participating in a mission while tired and their will reaches about 33% or below and must recover for 20-24 days.&lt;br /&gt;
* Soldiers will only recover will when they are idle and not doing any actions such as infiltrating.&lt;br /&gt;
* Killing a civilian will decrease your will by 2.&lt;br /&gt;
* Will loss from miscellaneous actions such as seeing enemies or taking damage has been removed.&lt;br /&gt;
* Most random panic events have been removed and/or been restricted to shattered (classic panic state where unit hunkers).&lt;br /&gt;
&lt;br /&gt;
==Explosive/AoE Damage Falloff==&lt;br /&gt;
Long War makes explosives and some AoE attacks have damage falloff, decreasing the damage dealt against targets based on the distance from impact. Falloff can be removed with [[Perk List (LWOTC)#Tandem_Warheads|Tandem Warheads]]. &lt;br /&gt;
&lt;br /&gt;
There are three tiers of potential damage falloff depending on distance from detonation point:&lt;br /&gt;
None (up to half blast radius distance)&lt;br /&gt;
25% (up to 75% of blast radius distance)&lt;br /&gt;
50% (outermost 25%)&lt;br /&gt;
&lt;br /&gt;
Initially rolled damage gets reduced by a random amount (starting at 0%) up to this potential damage falloff. &lt;br /&gt;
&lt;br /&gt;
Resulting damage gets rounded down but cannot go lower than 1.&lt;br /&gt;
&lt;br /&gt;
==Environmental Damage==&lt;br /&gt;
There are 3 kinds of destructible objects which all have some &amp;quot;toughness&amp;quot;, or can be seen as &amp;quot;environmental health&amp;quot;, that determines how much damage needs to be dealt before they are destroyed.&lt;br /&gt;
* Simple destructibles: have a single toughness value where enough damage instantly destroys the object. ex. tables or wooden fences&lt;br /&gt;
* Fractional destructibles: similar to simple destructibles but have multiple parts/stages which can be destroyed partially or completely based on the damage dealt. ex. walls or floors&lt;br /&gt;
* Annihilation destructibles: these objects have two stages, damaged and annihilated. These objects have two toughness values. An example are cars where if enough damage is dealt they become damaged and continue to take damage over time until enough is dealt and becomes annihilated.&lt;br /&gt;
&lt;br /&gt;
Despite objects having a &amp;quot;toughness&amp;quot; value, this is not an actual health value but a threshold. An object cannot be eventually destroyed by doing so through multiple hits. Either enough environmental damage is dealt to change the object states or nothing occurs. One exception are targetable objects such as gas tanks or objectives.&lt;br /&gt;
&lt;br /&gt;
Long War greatly changes the impact explosives and weapons have against the environment in the battlefield. Frag grenades have significantly lower environmental damage and very rarely destroys cover (this can be boosted with [[Perk List (LWOTC)#Sapper|Sapper]] &lt;br /&gt;
and [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). Enemy explosives however are slightly better than XCOM&#039;s and are more likely to destroy cover, be cautious of them. This makes cover more important on both sides and requires more careful consideration in &lt;br /&gt;
positioning. &lt;br /&gt;
&lt;br /&gt;
In addition to this, just like with explosive damage, environmental damage also&lt;br /&gt;
suffers damage falloff from the point of impact when using explosives making it more difficult to level out cover completely (this can be removed by using [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). &lt;br /&gt;
&lt;br /&gt;
Similar to how damage is dealt, there is also variance with &lt;br /&gt;
the environmental damage dealt ranging from +/- 20% spread.&lt;br /&gt;
&lt;br /&gt;
==Cover Defense==&lt;br /&gt;
In long war, cover defense is worth more and thus generally have more of an effect and important to use to stay safe. Low cover now grants 30 defense and high cover now grants 45 defense.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
Hacking is an ability that can be used for objectives or by the [[Specialist (LWOTC)|Specialist]] class with their gremlin which can also be used on Advent Poles or against robotic enemies with [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]]. The hacking chance is based on the attacker&#039;s hacking score, the defender&#039;s hack defense, some amount of variance and various modifiers depending on what is being hacked and what the attempted result is. There are a few notes to keep in mind about hacking.&lt;br /&gt;
&lt;br /&gt;
* A robotic enemy can only be hacked once per mission and cannot be re-attempted. This means that you can&#039;t continuously mind control a robotic enemy after it wears out or retry if you failed an attempt.&lt;br /&gt;
* [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]] and [[Perk List (LWOTC)#Full_Override|Full Override]] can target enemies within reasonable line of sight whether they are within their own vision or an alliles from squadsight. These abilities are not the same as hacking objectives or Advent Poles which requries the Specialists&#039; own line of sight in order to begin hacking.&lt;br /&gt;
* When hacking a jail cell during Jailbreaks, the doors are opened upon success and granting control of all the rookies/rebels within to begin escaping. This is not the case for VIP missions which require opening the door manually with a soldier and having the VIP within line of sight in order to take control of them and begin escaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overwatch/Reaction Rules==&lt;br /&gt;
All units with a gun can enter &amp;quot;overwatch&amp;quot; allowing them to take a reactive shot against an enemy that moves at least two tiles within vision. All reaction attacks will suffer a 30% aim penalty meaning that an attack will have its final aim result multiplied by 0.7 to calculate the final hit chance. For example, if the attack would have an 80% chance to hit, the final result for a reactive attack would be 56%. For targets that are dashing, the penalty is increased to 40%.&lt;br /&gt;
&lt;br /&gt;
There are optional changes that only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039; (note this is a leftover mechanic that was made during the beta of LWOTC but is no longer usedm use at own risk):&lt;br /&gt;
* Overwatch now triggers as soon as the unit moves, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Weapon Modifications==&lt;br /&gt;
Weapon mods can be obtained through enemy loot drops similarly to the base game. All weapons have 3 available weapon slots and can be freely equipped and removed from them. The plasma rifle is unique in that it has a special property allowing it to have 4 weapon slots.&lt;br /&gt;
Some weapon mods occupy the same slots and are thus mutually exclusive. Scopes and lasers sights cannot be used together as well as expanded magazines with autoloaders.&lt;br /&gt;
&lt;br /&gt;
==Concealment==&lt;br /&gt;
On some missions, the squad can start in concealment which enemies will not be able to detect them unless within a certain range. Concealment allows you to sneak around or set up positions for an ambush. Most offensive actions and noisy actions such as breaking through windows or ramming doors will reveal the squad and make ADVENT aware of xcom presence in the area allowing them to engage when in vision. An action will reveal the soldier or squad if there is a red eye icon in the UI when selecting the action. &lt;br /&gt;
&lt;br /&gt;
During concealment there are a few additional bonuses that can be used offensively. Any overwatch set during concealment do not suffer overwatch penalties and will fire at the full aim the shot is capable of. Additionally, all enemies will behave as if they have 0 dodge (this does not mean graze band will not apply).&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85176</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85176"/>
		<updated>2017-07-31T09:32:22Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Информация о базе */ Перевод на русский (ТРЕБУЕТСЯ УТОЧНИТЬ)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждый модуль, созданный в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри. &lt;br /&gt;
&lt;br /&gt;
Любое ненужный (или нужный) модуль можно снести, если нажать на его изображение в базе и подтвердить действие. Если модуль всё ещё используется или является единственной связью между двумя частями базы, Вам сообщат, что пока снос невозможен. Учтите, что при сносе модулей вступает в дело [[Модули базы (EU)#Плата_за_воздух|известный баг]], из-за чего снос построек может стоить Вам больше, чем их простой. Разве только вы тут же начнёте строить новый модуль поверх старого.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
В верхнем правом углу экрана, чуть ниже текущего запаса денег, есть серия квадратов, отражающих состояние модулей всех баз. Зелёные квадратики отображают имеющиеся и работающие модули, красные - строящиеся модули, а коричневые - пустое место, где можно строить. Вы можете изменить выбранную базу, нажав на один из больших квадратов. При смене базы также сменятся имя базы и регион, чтобы вы не забывали, где находитесь.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;Смотрите также: [[Управление базами|Управление базами]] and [[Стратегическое планирование баз|Стратегическое планирование баз]]&#039;&#039;&lt;br /&gt;
При выборе этой опции вас перебрасывает в стратегический режим (на глобус), где вы сможете выбрать самое подходящее место для новой базы. При нажатии на любую кнопку на клавиатуре включается &amp;quot;политический&amp;quot; вид Земли, с отображением границ стран и крупных городов. Чтобы начать установку новой базы, нужно щёлкнуть левой кнопкой мыши по желаемому месту на глобусе. При этом вас уведомят о стоимости постройки базы; цена может варьироваться от 500 тыс. до 1 млн долларов, в зависимости от расположения базы (в статье [[Лифт доступа|Лифт доступа]] приведена таблица стоимостей обустройства базы).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
В этой вкладке содержится множество разнообразной информации о выбранной базе. Заметьте, что в этой вкладке, в отличие от других, вы можете менять выбранную базу, не возвращаясь к главному экрану обзора. Это позволяет быстро и удобно сравнивать и оценивать состояния баз.&lt;br /&gt;
&lt;br /&gt;
Обозначения различных графиков во вкладке интуитивно понятны. Например, &amp;quot;Персонал&amp;quot; показывает, сколько инженеров, солдат и учёных доступно для выдачи заданий и сколько их всего находится на базе. Также здесь указаны все модули, имеющие то или иное ограничение по объёму, а также занятый и максимальный объём. Учтите, что, несмотря на надпись &amp;quot;Занятый объём:Свободный объём&amp;quot;, график показывает &amp;quot;Занятый объём:Максимальный объём&amp;quot; &#039;&#039;&#039;&#039;&#039;(требуется уточнение перевода игры)&#039;&#039;&#039;&#039;&#039;. Также здесь указаны обороноспособность базы и её радиусы Близкого и Далёкого обнаружения &#039;&#039;&#039;&#039;&#039;(требуется уточнение перевода игры)&#039;&#039;&#039;&#039;&#039;. Помните: только один радар каждого типа приносит пользу, а значение больше единицы в любой из этих строк означает, что у вас избыточен радиолокационный охват. Впрочем, в некоторых случаях, касающихся [[Защита базы X-COM|обороны базы]], это бывает очень даже полезно.&lt;br /&gt;
&lt;br /&gt;
С помощью кнопок в нижней части экрана у вас есть возможность увидеть все входящие поставки базы, будь то купленные предметы, которые ещё не довезли, или переправляемые из другой базы войска. Также вы можете получить детальный список ваших [[Склад|запасов]], чтобы вы точно знали, чем именно забит весь склад.&lt;br /&gt;
&lt;br /&gt;
Наконец, вы можете посмотреть месячные расходы на содержание базы: арендную плату на самолёты, [[Оплата содержания модулей|стоимость содержания модулей]] и зарплату солдат, инженеров и учёных. Учтите, что стоимость содержания модулей указана неправильно из-за [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|известного бага]], из-за чего и итоговая цифра месячных расходов будут неверна. Однако в конце месяца с вашего счёта снимается верная сумма (она будет отображена на графике &amp;quot;Финансов&amp;quot;), а не искажённая отображённая сумма. Впрочем, поскольку стоимость содержания модулей дорогих баз обычно гораздо меньше заработных и арендных плат, эта разница между &amp;quot;фиктивными&amp;quot; и &amp;quot;истинными&amp;quot; расходами обычно погоды не делает. Учтите, что отображённые месячные расходы также не включают [[Модули_базы_(EU)#Плата_за_воздух|багованные]] суммы, снимаемые за клетки, &amp;quot;освобождённые&amp;quot; от модулей.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85164</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85164"/>
		<updated>2017-07-23T19:50:01Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Строительство новых баз */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждый модуль, созданный в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри. &lt;br /&gt;
&lt;br /&gt;
Любое ненужный (или нужный) модуль можно снести, если нажать на его изображение в базе и подтвердить действие. Если модуль всё ещё используется или является единственной связью между двумя частями базы, Вам сообщат, что пока снос невозможен. Учтите, что при сносе модулей вступает в дело [[Модули базы (EU)#Плата_за_воздух|известный баг]], из-за чего снос построек может стоить Вам больше, чем их простой. Разве только вы тут же начнёте строить новый модуль поверх старого.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
В верхнем правом углу экрана, чуть ниже текущего запаса денег, есть серия квадратов, отражающих состояние модулей всех баз. Зелёные квадратики отображают имеющиеся и работающие модули, красные - строящиеся модули, а коричневые - пустое место, где можно строить. Вы можете изменить выбранную базу, нажав на один из больших квадратов. При смене базы также сменятся имя базы и регион, чтобы вы не забывали, где находитесь.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;Смотрите также: [[Управление базами|Управление базами]] and [[Стратегическое планирование баз|Стратегическое планирование баз]]&#039;&#039;&lt;br /&gt;
При выборе этой опции вас перебрасывает в стратегический режим (на глобус), где вы сможете выбрать самое подходящее место для новой базы. При нажатии на любую кнопку на клавиатуре включается &amp;quot;политический&amp;quot; вид Земли, с отображением границ стран и крупных городов. Чтобы начать установку новой базы, нужно щёлкнуть левой кнопкой мыши по желаемому месту на глобусе. При этом вас уведомят о стоимости постройки базы; цена может варьироваться от 500 тыс. до 1 млн долларов, в зависимости от расположения базы (в статье [[Лифт доступа|Лифт доступа]] приведена таблица стоимостей обустройства базы).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defence strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Защита базы X-COM|Base Defence]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[Склад|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Оплата содержания модулей|Base Maintenance]] - this value is incorrect due to a [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Модули_базы_(EU)#Плата_за_воздух|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85163</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85163"/>
		<updated>2017-07-23T19:49:29Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Строительство новых баз */  Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждый модуль, созданный в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри. &lt;br /&gt;
&lt;br /&gt;
Любое ненужный (или нужный) модуль можно снести, если нажать на его изображение в базе и подтвердить действие. Если модуль всё ещё используется или является единственной связью между двумя частями базы, Вам сообщат, что пока снос невозможен. Учтите, что при сносе модулей вступает в дело [[Модули базы (EU)#Плата_за_воздух|известный баг]], из-за чего снос построек может стоить Вам больше, чем их простой. Разве только вы тут же начнёте строить новый модуль поверх старого.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
В верхнем правом углу экрана, чуть ниже текущего запаса денег, есть серия квадратов, отражающих состояние модулей всех баз. Зелёные квадратики отображают имеющиеся и работающие модули, красные - строящиеся модули, а коричневые - пустое место, где можно строить. Вы можете изменить выбранную базу, нажав на один из больших квадратов. При смене базы также сменятся имя базы и регион, чтобы вы не забывали, где находитесь.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;Смотрите также: [[Управление базами|Управление базами]] and [[Стратегическое планирование баз|Стратегическое планирование баз]]&#039;&#039;&lt;br /&gt;
При выборе этой опции вас перебрасывает в стратегический режим (на глобус), где вы сможете выбрать самое подходящее место для новой базы. При нажатии на любую кнопку на клавиатуре включается &amp;quot;политический&amp;quot; вид Земли, с отображением границ стран и крупных городов. Чтобы начать установку новой базы, нужно щёлкнуть левой кнопкой мыши по желаемому месту на глобусе. При этом вас уведомят о стоимости постройки базы; цена может варьироваться от 500 тыс. до 1 млн долларов, в зависимости от расположения базы (в статье [[Лифт доступа|Лифт Доступа]] приведена таблица стоимостей обустройства базы).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defence strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Защита базы X-COM|Base Defence]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[Склад|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Оплата содержания модулей|Base Maintenance]] - this value is incorrect due to a [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Модули_базы_(EU)#Плата_за_воздух|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85162</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85162"/>
		<updated>2017-07-23T16:08:55Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Выбор текущей базы */ Перевод на русский&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждый модуль, созданный в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри. &lt;br /&gt;
&lt;br /&gt;
Любое ненужный (или нужный) модуль можно снести, если нажать на его изображение в базе и подтвердить действие. Если модуль всё ещё используется или является единственной связью между двумя частями базы, Вам сообщат, что пока снос невозможен. Учтите, что при сносе модулей вступает в дело [[Модули базы (EU)#Плата_за_воздух|известный баг]], из-за чего снос построек может стоить Вам больше, чем их простой. Разве только вы тут же начнёте строить новый модуль поверх старого.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
В верхнем правом углу экрана, чуть ниже текущего запаса денег, есть серия квадратов, отражающих состояние модулей всех баз. Зелёные квадратики отображают имеющиеся и работающие модули, красные - строящиеся модули, а коричневые - пустое место, где можно строить. Вы можете изменить выбранную базу, нажав на один из больших квадратов. При смене базы также сменятся имя базы и регион, чтобы вы не забывали, где находитесь.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;See also: [[Управление базами|Base Management]] and [[Стратегическое планирование баз|Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. Pressing any key on the keyboard toggles the globe markings for displaying nation borders and major city locations. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Лифт доступа|Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defence strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Защита базы X-COM|Base Defence]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[Склад|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Оплата содержания модулей|Base Maintenance]] - this value is incorrect due to a [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Модули_базы_(EU)#Плата_за_воздух|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85160</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85160"/>
		<updated>2017-07-23T10:58:38Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Вид текущей базы */ Улучшение перевода &amp;quot;вида базы&amp;quot;. Сделал давно, но случайно вышел, и не мог войти из-за бага с разрешёнными куки&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждый модуль, созданный в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри. &lt;br /&gt;
&lt;br /&gt;
Любое ненужный (или нужный) модуль можно снести, если нажать на его изображение в базе и подтвердить действие. Если модуль всё ещё используется или является единственной связью между двумя частями базы, Вам сообщат, что пока снос невозможен. Учтите, что при сносе модулей вступает в дело [[Модули базы (EU)#Плата_за_воздух|известный баг]], из-за чего снос построек может стоить Вам больше, чем их простой. Разве только вы тут же начнёте строить новый модуль поверх старого.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;See also: [[Управление базами|Base Management]] and [[Стратегическое планирование баз|Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. Pressing any key on the keyboard toggles the globe markings for displaying nation borders and major city locations. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Лифт доступа|Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defence strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Защита базы X-COM|Base Defence]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[Склад|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Оплата содержания модулей|Base Maintenance]] - this value is incorrect due to a [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Модули_базы_(EU)#Плата_за_воздух|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85148</id>
		<title>Базы X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=%D0%91%D0%B0%D0%B7%D1%8B_X-COM&amp;diff=85148"/>
		<updated>2017-07-17T12:17:52Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Вид текущей базы */ Частичный перевод &amp;quot;вида текущей базы&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;При осмотре &#039;&#039;Базы X-COM&#039;&#039; открывается экран текущей выбранной базы со списком приказов, текущими финансами, схемой расположения эксплуатируемых и строящихся модулей, а также кратким представлением состояния строительства всех восьми из возможных баз. Отсюда вы расширяете [[Модули базы (EU)|базу]], [[Покупка/Продажа/Пересылка|приобретаете, пересылаете или продаёте]] предметы снабжения, нанимаете персонал, проводите осмотр [[Солдаты|бойцов]], управляете [[Исследования|исследованиями]], [[Производство|производством]], [[Авиация X-COM|авиацией]] и ударными  группами. Во время управления базой время не двигается и фактически все приказы приводятся в исполнение как только вы их отдали, так что будьте готовы к тому, что придётся часто переключаться туда-обратно.&lt;br /&gt;
&lt;br /&gt;
На этом экране вы также можете сменить текущую выбранную базу или строить новые базы.&lt;br /&gt;
&lt;br /&gt;
==Вид текущей базы==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Стандартное расположение модулей первой базы&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Вид базы занимает большую часть экрана и находится слева. Он показывает Вам устройство выбранной базы в формате &amp;quot;вид сверху&amp;quot;. Каждое строение, созданное в этой базе, занимает одну клетку на доступной плоскости 6х6. Единственное исключение - ангары: им требуется четыре клетки. В ангарах будет видно, какой транспорт на данный момент находится внутри.&lt;br /&gt;
&lt;br /&gt;
You can click on any of your facilities to attempt to remove it if it is no longer necessary, although if it is in use or is the only link between two other parts of your base then you will be informed that you cannot dismantle it at this point. Be aware when dismantling any facility of the [[Known Bugs#Paying For Dirt|known bug]] that means removing redundant facilities is usually more expensive than just leaving them there, unless you immediately build over them.&lt;br /&gt;
&lt;br /&gt;
==Выбор текущей базы==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Строительство новых баз==&lt;br /&gt;
:&#039;&#039;See also: [[Управление базами|Base Management]] and [[Стратегическое планирование баз|Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. Pressing any key on the keyboard toggles the globe markings for displaying nation borders and major city locations. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Лифт доступа|Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Информация о базе==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defence strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Защита базы X-COM|Base Defence]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[Склад|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Оплата содержания модулей|Base Maintenance]] - this value is incorrect due to a [[Модули_базы_(EU)#Баг_с_отображением_стоимости_содержания_модуля|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Модули_базы_(EU)#Плата_за_воздух|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Солдаты==&lt;br /&gt;
This brings up a list of [[Солдаты|soldiers]] with [[Звание|rank]] and equipped [[Персональная защита|armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[Авиация X-COM|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Снаряжение кораблей==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[«Скайрейнджер»|Skyranger]] you will have the choice of modifying the currently [[Вооружение авиатехники|weapons]] loadout, used to bring down [[НЛО|UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Солдаты|Crew]], [[Снаряжение (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Снаряжение ударной группы ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Строительство модулей== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Модули базы (EU)|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Ангар|Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Исследование==&lt;br /&gt;
[[Исследование|Research]] requires Scientists and [[Лаборатория|Laboratory]] space in the base. Scientists require bed space in [[Жилой модуль|Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Производство==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[Производство|manufacturing]] business. Engineers require [[Мастерская|Workshop]] space to work, as well as [[Жилой модуль|Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Закупка/Вербовка ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Покупка/Продажа/Пересылка|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;br /&gt;
&lt;br /&gt;
[Category:Enemy Unknown/UFO Defense]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(LW2)&amp;diff=85130</id>
		<title>Tactics (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(LW2)&amp;diff=85130"/>
		<updated>2017-07-09T12:24:49Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Haywire &amp;amp; Full Override */ Small grammar edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Hacking to Free Prisoners: unlike vanilla XCom hacking a jail door also opens and reveals the contents of the cell, thus activating the prisoners for immediate movement. &lt;br /&gt;
&lt;br /&gt;
* Destructibles: Vehicles that can be blown up actually have different &#039;health&#039; that must be damaged to blow them up. Cars have more health than cars with open doors which have more health than the tricycle vehicles.&lt;br /&gt;
&lt;br /&gt;
* Rockets are innately inaccurate and will often diverge from their intended path.  Grenades seem to be perfectly accurate.&lt;br /&gt;
&lt;br /&gt;
* Advent Drones: A successful hack to stun a lone drone does not reveal your squad.&lt;br /&gt;
&lt;br /&gt;
=== Haywire &amp;amp; Full Override ===&lt;br /&gt;
&lt;br /&gt;
* Most aliens harbor a special hostility for their own robotic units that have been controlled by XCOM.  They will often target hacked units in preference of standard XCOM units or SPARKs.  Using a subverted robot to distract and draw fire can be more useful than using them for direct attack.  For example, moving a hacked drone into a flanking position but out of immediate line-of-fire can distract an entire pod or more. (as of LW version 1.0)&lt;br /&gt;
&lt;br /&gt;
* Specialists seem to have have a squadsight-like ability to target mechanical enemies for haywire/full override.  That is, they can target enemy robots outside of their normal sight range if they have line-of-sight on one.&lt;br /&gt;
&lt;br /&gt;
* This means a specialist working with a shinobi can subvert an un-alerted unit without activating the rest of pod.  However, the pod will go on alert as soon as the subverted robot moves or takes any action.  Also, the pod will activate and react to the hostile immediately on the beginning of their next turn.&lt;br /&gt;
&lt;br /&gt;
* As a result of these effects, you can use a single robot to lead one or more pods away from your squad.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=85129</id>
		<title>Strategy (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=85129"/>
		<updated>2017-07-09T11:58:24Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Random Tips */ Some flavour and info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Tips  ==&lt;br /&gt;
* Dark events are easy to detect but happen in many regions, contacting new regions is the best way to stop dark events.&lt;br /&gt;
* Doing missions in a region builds up &amp;quot;vigilance&amp;quot; in a region which is the hidden variable that garners Advent&#039;s attention and causes them to send supply raids and such to increase Advent Strength in a region.&lt;br /&gt;
* Increases to Advent Strength is retroactive to missions that are being infiltrated, thus you may get higher enemy strength by the time the mission launches than you had planned for.&lt;br /&gt;
* Valuable corpses, supplies and alien materials are mainly supplied in enemy materiel missions, these missions appear more often in regions with high advent strength, and reduce said strength by one, taking a harder mission by launching the mission early can give you more advanced corpses and help make future missions in the region easier&lt;br /&gt;
* The GTS (Guerrilla tactics school) can be rushed out, and then the &amp;quot;Wet Work&amp;quot; upgrade can be purchased to both assist with squad leader training and gaining more high ranking troops&lt;br /&gt;
* Advent Trooper Corpses are important only in giving the autopsy and for Alloy Plating, the rest can be sold or rendered. Last option is better in late game, when you might find yourself short on alloys and/or elerium, since it&#039;s fast and doesn&#039;t hinder your production.&lt;br /&gt;
* Purchasing staff is a great way to even out lopsided engineer to scientist ratio&#039;s and high level recruits available are quite cheap&lt;br /&gt;
* If You have revealed the Advent HQ in a region, attack it asap. Advent strength will most likely go up because of your shenanigans.&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=85128</id>
		<title>Strategy (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=85128"/>
		<updated>2017-07-09T11:54:33Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Random Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Tips  ==&lt;br /&gt;
* Dark events are easy to detect but happen in many regions, contacting new regions is the best way to stop dark events.&lt;br /&gt;
* Doing missions in a region builds up &amp;quot;vigilance&amp;quot; in a region which is the hidden variable that garners Advent&#039;s attention and causes them to send supply raids and such to increase Advent Strength in a region.&lt;br /&gt;
* Increases to Advent Strength is retroactive to missions that are being infiltrated, thus you may get higher enemy strength by the time the mission launches than you had planned for.&lt;br /&gt;
* Valuable corpses, supplies and alien materials are mainly supplied in enemy materiel missions, these missions appear more often in regions with high advent strength, and reduce said strength by one, taking a harder mission by launching the mission early can give you more advanced corpses and help make future missions in the region easier&lt;br /&gt;
* The GTS (Guerrilla tactics school) can be rushed out, and then the &amp;quot;Wet Work&amp;quot; upgrade can be purchased to both assist with squad leader training and gaining more high ranking troops&lt;br /&gt;
* Advent Trooper Corpses are important only in giving the autopsy and for Alloy Plating, the rest can be sold &lt;br /&gt;
* Purchasing staff is a great way to even out lopsided engineer to scientist ratio&#039;s and high level recruits available are quite cheap&lt;br /&gt;
* If You have revealed the Advent HQ in a region, attack it asap. Advent strength will most likely go up.&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(LW2)&amp;diff=85127</id>
		<title>Tactics (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(LW2)&amp;diff=85127"/>
		<updated>2017-07-09T11:53:31Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Haywire &amp;amp; Full Override */ Erased the line &amp;quot;as of LW version 1.0&amp;quot;, since this effect remains in LW version 1.4 (tested it out)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Hacking to Free Prisoners: unlike vanilla XCom hacking a jail door also opens and reveals the contents of the cell, thus activating the prisoners for immediate movement. &lt;br /&gt;
&lt;br /&gt;
* Destructibles: Vehicles that can be blown up actually have different &#039;health&#039; that must be damaged to blow them up. Cars have more health than cars with open doors which have more health than the tricycle vehicles.&lt;br /&gt;
&lt;br /&gt;
* Rockets are innately inaccurate and will often diverge from their intended path.  Grenades seem to be perfectly accurate.&lt;br /&gt;
&lt;br /&gt;
* Advent Drones: A successful hack to stun a lone drone does not reveal your squad.&lt;br /&gt;
&lt;br /&gt;
=== Haywire &amp;amp; Full Override ===&lt;br /&gt;
&lt;br /&gt;
* Most aliens harbor a special hostility for their own robotic units that have been controlled by XCOM.  They will often be target hacked units in preference of standard XCOM units or SPARKs.  Using a subverted robot to distract and draw fire can be more useful than using them for direct attack.  For example, moving a hacked drone into a flanking position but out of immediate line-of-fire can distract an entire pod or more. (as of LW version 1.0)&lt;br /&gt;
&lt;br /&gt;
* Specialists seem to have have a squadsight-like ability to target mechanical enemies for haywire/full override.  That is, they can target enemy robots outside of their normal sight range if they have line-of-sight on one.&lt;br /&gt;
&lt;br /&gt;
* This means a specialist working with a shinobi can subvert an un-alerted unit without activating the rest of pod.  However, the pod will go on alert as soon as the subverted robot moves or takes any action.  Also, the pod will activate and react to the hostile immediately on the beginning of their next turn.&lt;br /&gt;
&lt;br /&gt;
* As a result of these effects, you can use a single robot to lead one or more pods away from your squad.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85126</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85126"/>
		<updated>2017-07-09T11:47:44Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Collecting Enemy Corpses */ Added HQ Assault to the list of missions allowing to collect enemy corpses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zudjari_and_Mosaic_(Bureau)&amp;diff=85066</id>
		<title>Zudjari and Mosaic (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zudjari_and_Mosaic_(Bureau)&amp;diff=85066"/>
		<updated>2017-06-06T19:30:41Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Biology==&lt;br /&gt;
In truth, their race is called the Zudjari. A militaristic species, they forego names and instead are referred to by rank and abilities, with a few exceptions. Their physical appearance is of a grey-skinned humanoid, roughly the same height (and taller) as an adult human male, with a triangular head, and a mouth, that while having a jaw structure similar to human, has &amp;quot;lips&amp;quot; that open horizontaly, from chin to the top of their bald head. As XCOM investigates their biology and technology, their motivations and mechanisations become more and more clear.&lt;br /&gt;
&lt;br /&gt;
Autopsy reports and notes indicate that they are more-or-less vaguely mamillian, as they are carbon-based, and have similar biological structure to humans, including eating, metabolism, etc. It seems that all combat forces are male (though the credits say that at least one class of Zujdari are voiced by women: the VA for Officer Chulski also voices Outsider Snipers), in that all Outsiders seen with bare chests have nipples, but male voices and dimorphism, and Origin himself is explicitly described in the alien&#039;s own texts as a male-- though while he is seen with full-frontal nudity, there is no visible genetalia.&lt;br /&gt;
&lt;br /&gt;
Their skin is a pale, veiny grey, and seem to have a subcutaneous layer of non-Newtonian fluid: when subjected to phsyical force, their flesh automatically toughens in response, even when deceased. Their varous body systems (circulatory, neural, muscle) have a variety of implants, including receivers to the Mosaic Network.&lt;br /&gt;
&lt;br /&gt;
==Mosaic==&lt;br /&gt;
In their own language, the &amp;quot;Moz Zaaik&amp;quot; network. In our language, Carter is told &amp;quot;you would think of it as a broadcast,&amp;quot; that can be transmitted through a variety of means, including infrasound frequencies. &lt;br /&gt;
&lt;br /&gt;
Interestingly, one such frequency, 18.25 Hz, is close to the resonance of the human eye (18.&#039;&#039;98&#039;&#039; Hz. If humans experience this frequency, pain and visual hallucinations can occur. This phenomenom is a hypothesis for &amp;quot;ghost&amp;quot; sightings [http://en.wikipedia.org/wiki/Infrasound#Suggested_relationship_to_ghost_sightings]).&lt;br /&gt;
&lt;br /&gt;
As said earlier, the Zujdari do not have names, and address one another through their classification: as Mosaic operates like a hive mind, individuality is &#039;&#039;literally&#039;&#039; near-nonexistant, so the Zujdari as a whole can nearly be described as a &#039;single&#039; organism. &lt;br /&gt;
&lt;br /&gt;
On top of the nerual implants, there is a psychic component to the Mosaic network, so even if the implants are damaged or removed, some level of reception to the Mosaic network remains in once-connected entities.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;br /&gt;
[[Category:Weapons (Bureau)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=85065</id>
		<title>Talk:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=85065"/>
		<updated>2017-06-05T10:20:56Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Timers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mission Objectives ==&lt;br /&gt;
I&#039;ve noticed that mission objectives may include things like &amp;quot;Investigate a lead&amp;quot; or &amp;quot;Get Advents Attention&amp;quot; that can be attached to some of the mission types. Most likely the &amp;quot;relay&amp;quot; &amp;quot;hacking&amp;quot; &amp;quot;Looting&amp;quot; and &amp;quot;VIP&amp;quot; missions.&lt;br /&gt;
&lt;br /&gt;
I believe these may correspond to strategic layer events, such as leading to new missions, or causing the AI to reprioritize advent troop distributions&lt;br /&gt;
&lt;br /&gt;
I first noticed this with a mission that I elected not to complete, while I cannot exactly recall the text, seemed to imply it was related to a base raid that occurred immediately following the missions expiration.&lt;br /&gt;
&lt;br /&gt;
It may be a good idea to collect mission objective text in this article as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided it would be best to not edit the article to include this stub of information.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ghede|Ghede]] ([[User talk:Ghede|talk]]) 09:33, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed when I completed a mission with the Find a Lead objective, it completed that objective in the strategic layer (I now have &amp;quot;grow the resistance&amp;quot; instead). I assume they correspond to strategic objectives (and I just haven&#039;t seen the Get Advent&#039;s Attention objective yet).&lt;br /&gt;
:: These extra scan sites are the &amp;quot;Intel Package&amp;quot; listed in the mission reward section. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 17:38, 12 February 2017 (UTC)&lt;br /&gt;
: The alternative is that Get Advent&#039;s Attention might signify that this mission will generate more threat than usual.&lt;br /&gt;
--[[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 11:12, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that leads are things that direct you to interesting things?  I think that after I do one of them, I often get another scan site.  For instance, I got some that directed me to scan sites with a MEC, intel, supplies, etc.  Possibly also to &amp;quot;storylines&amp;quot; (for lack of a better descriptor), for instance the liberation &amp;quot;storyline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think objectives and rewards should be discussed together because many of those are tied together. Here is what i have observed so far about mission objectives and rewards:&lt;br /&gt;
* The &amp;quot;Find a lead&amp;quot; objective is tied to the &amp;quot;Intel package&amp;quot; reward and shows on various green missions. One of those will start the liberation quest and allow further liberation missions. Other leads will pop vanilla style scansites (with reduced duration) allowing for more supplies/intel/personnel... with no risk to your troops. As such they are all valuable.&lt;br /&gt;
* Further liberation missions will have a Liberation:something reward.&lt;br /&gt;
* Missions with an objective to eliminate an Advent VIP or blow up a monument will have a Draw Advent attention &amp;quot;reward&amp;quot; in addition to some intel. This means Advent will try to transfer forces to that region, probably increasing strength in that region while reducing it in surrounding regions.&lt;br /&gt;
* Missions with an ambush objective (wilderness supply line, slums ambushes) have &amp;quot;Enemy materiel&amp;quot; rewards which means you get to keep the corpses in those missions, and you can recover further supplies/alloys/elerium (especially when attacking a supply line). Those missions also appear to have a hidden reward of destroying some Advent power, meaning it&#039;s gone from the map rather than redirected as with the draw attention reward (at least, it&#039;s gone for some time, Advent will replace lost troops sooner rather than later)&lt;br /&gt;
* Missions with &amp;quot;Unhindered operations&amp;quot; as a reward (typically protect the device missions) allow you to keep operating Intel job on the haven. If you fail or ignore one of those, you won&#039;t be able to run any intel on that haven for some time.&lt;br /&gt;
* Missions with &amp;quot;attack counterinsurgency&amp;quot; or something similar as a reward are your typical counter dark event guerilla ops. They must be detected and infiltrated as most missions.&lt;br /&gt;
I&#039;ll try to note every mission i encounter and how they work, as well as look at the ini files to try and determine the possible missions.&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:47, 30 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the best way to present the missions would be some table listing the objectives/rewards as well as some basic information. Then each mission name could link to a mission page with more details and strategic tips. Here is an example of how it could be presented.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Mission&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Objectives&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Rewards&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Origin&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Infiltration&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Concealment&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Timer&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Materiel&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla (Hacking)&lt;br /&gt;
|&lt;br /&gt;
* Hack an Advent Workstation&lt;br /&gt;
* Find a lead&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
* Intel&lt;br /&gt;
* Intel Package&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Objective&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Extract a VIP&lt;br /&gt;
|&lt;br /&gt;
* Extract a VIP from Advent City&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
*VIP&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Extraction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Intel Raid&lt;br /&gt;
|&lt;br /&gt;
* Protect resistance device&lt;br /&gt;
* Kill all enemy&lt;br /&gt;
|&lt;br /&gt;
*Unhindered Operations&lt;br /&gt;
| Advent&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:10, 31 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More missions ==&lt;br /&gt;
&lt;br /&gt;
There is also a mission to root out the advent spies.  The one I did tonight had 5 advent and the faceless spy.  &lt;br /&gt;
Also, does anyone know what is up with the formatting?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding the new ADVENT activity subheader ==&lt;br /&gt;
&lt;br /&gt;
I think information regarding the AI behind how missions are generated and what conditions need to be fulfilled should go on a page like [[Advent&#039;s Agenda (LW2)]] or something like that, where they can be explained in more detail, whereas this page should be dedicated to how the player directly experiences and interacts with these missions.  Thoughts? [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 02:01, 5 February 2017 (UTC)&lt;br /&gt;
:There are settings regarding the missions that are defined through the Activities, such as the Geoscape detection times and evac/infiltration modifiers that should be listed on this page, as for the other info it can be moved to another page. There&#039;s still a lot of info on the mod files that I&#039;m organizing regarding Missions and the Strategic AI and they&#039;re all connected so it&#039;s kinda hard sometimes to separate both. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 02:56, 5 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timers ==&lt;br /&gt;
&lt;br /&gt;
I feel like the ones that have a countdown exit should have a timer listed (one of the haven retaliations I believe).  And there should be some sort of superscript to label ones that the mission isn&#039;t an immediate fail at the end of the timer (i.e. hacking the workstation you can still kill stuff after the timer is off, as long as you completed the objective).  Thoughts?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 16:48, 12 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Has someone found out the exact amount of turns VIP and Jailbreak missions are now giving us? Because timers in here are really outdated...&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason that all the mission types are listed as they are?  Some of them don&#039;t feel right to me.  In my mind, rendezvous should be retaliation. I am not sure exactly what they are, but  troops maneuvers, intel raid, supply convoy, and recruit raid don&#039;t sound like the liberation missions to me.  Defend also sounds like a retaliation.  &lt;br /&gt;
&lt;br /&gt;
Are these missions listed as such based on their categorization in the code somewhere?  &lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 17:02, 12 February 2017 (UTC)&lt;br /&gt;
:The mission types are listed as described on the .ini files. From my understanding the type (Council, GOps, etc.) is used mainly for the Geoscape pop-up alerts and icons and doesn&#039;t seem to have any other effect on gameplay. I was considering removing this info from the table but I decided to leave them for now. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 17:20, 12 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85053</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85053"/>
		<updated>2017-05-28T19:34:38Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Grenadier (LW2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine, Hair Trigger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: Grazing Fire, Lockdown, Demolition, Mayhem, Cool Under Pressure/Danger Zone, Traverse Fire, Kill Zone&lt;br /&gt;
&lt;br /&gt;
Machine Gunner: Grazing Fire, Shredder, Demolition, Chain shot, Cyclic Fire, Saturation Fire, Rupture/Kill Zone&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: This soldier is able to lay down tons of fire upon large groups of enemies. At the very least this will significantly decrease the accuracy of enemies with area suppression, or even take shots at ALL enemies in vision range with Kill zone. Anybody that tries to move will invoke the wrath of this overwatch-heavy soldier, and with an extra 25% damage and the ability to crit they can deal a &#039;&#039;lot&#039;&#039; of damage in a short space of time. Danger zone is the other alternative to Cool Under Pressure, allowing more targets to feel the debilitating effects of suppression. If there arent many enemies in the area Traverse Fire acts as your main small group tool of choice which is quite flexible with other abilities, and Demolition provides a nice anti-cover approach as well. The only weaknesses of this soldier is they will burn through ammo &#039;&#039;very&#039;&#039; quickly, and if an enemy so much as scratches the soldier the suppression is removed instantly which can knock a fair amount of man-power out of your squad. &lt;br /&gt;
&lt;br /&gt;
Machine Gunner: The Anti-Thesis of the Suppressing Gunner, these troopers use their weapons much more aggressively.. This build is realtively flexible being that one can utilise area of effect abilities to kill multiple foes or at least remove their cover so others may get flanking shots. Their choice between Rupture or Kill-zone can further enhance their single target lethality or give this gunner more options for taking on multiple enemies at once. Cyclic fire is the &#039;ace in the hole&#039; for really tough opponents such as andromedons or Sectopods which are heavily armed and armored. All in all this gives the gunner an impressive arsenal of abilities to clear out multiple foes or bring down the mightiest of enemies in just a few shots.&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat Specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestioned and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers, a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially swing a bad situation into your favour. Serial does lose damage with each kill much like reaper however, so ordering may be required to achieve the best results.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85052</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85052"/>
		<updated>2017-05-28T19:33:50Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Grenadier (LW2) */ &amp;#039;unquestionED&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine, Hair Trigger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: Grazing Fire, Lockdown, Demolition, Mayhem, Cool Under Pressure/Danger Zone, Traverse Fire, Kill Zone&lt;br /&gt;
&lt;br /&gt;
Machine Gunner: Grazing Fire, Shredder, Demolition, Chain shot, Cyclic Fire, Saturation Fire, Rupture/Kill Zone&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: This soldier is able to lay down tons of fire upon large groups of enemies. At the very least this will significantly decrease the accuracy of enemies with area suppression, or even take shots at ALL enemies in vision range with Kill zone. Anybody that tries to move will invoke the wrath of this overwatch-heavy soldier, and with an extra 25% damage and the ability to crit they can deal a &#039;&#039;lot&#039;&#039; of damage in a short space of time. Danger zone is the other alternative to Cool Under Pressure, allowing more targets to feel the debilitating effects of suppression. If there arent many enemies in the area Traverse Fire acts as your main small group tool of choice which is quite flexible with other abilities, and Demolition provides a nice anti-cover approach as well. The only weaknesses of this soldier is they will burn through ammo &#039;&#039;very&#039;&#039; quickly, and if an enemy so much as scratches the soldier the suppression is removed instantly which can knock a fair amount of man-power out of your squad. &lt;br /&gt;
&lt;br /&gt;
Machine Gunner: The Anti-Thesis of the Suppressing Gunner, these troopers use their weapons much more aggressively.. This build is realtively flexible being that one can utilise area of effect abilities to kill multiple foes or at least remove their cover so others may get flanking shots. Their choice between Rupture or Kill-zone can further enhance their single target lethality or give this gunner more options for taking on multiple enemies at once. Cyclic fire is the &#039;ace in the hole&#039; for really tough opponents such as andromedons or Sectopods which are heavily armed and armored. All in all this gives the gunner an impressive arsenal of abilities to clear out multiple foes or bring down the mightiest of enemies in just a few shots.&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat Specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestioned and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially swing a bad situation into your favour. Serial does lose damage with each kill much like reaper however, so ordering may be required to achieve the best results.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85051</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85051"/>
		<updated>2017-05-28T19:29:19Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Assault (LW2) */ Capitalised CCS properly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine, Hair Trigger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: Grazing Fire, Lockdown, Demolition, Mayhem, Cool Under Pressure/Danger Zone, Traverse Fire, Kill Zone&lt;br /&gt;
&lt;br /&gt;
Machine Gunner: Grazing Fire, Shredder, Demolition, Chain shot, Cyclic Fire, Saturation Fire, Rupture/Kill Zone&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: This soldier is able to lay down tons of fire upon large groups of enemies. At the very least this will significantly decrease the accuracy of enemies with area suppression, or even take shots at ALL enemies in vision range with Kill zone. Anybody that tries to move will invoke the wrath of this overwatch-heavy soldier, and with an extra 25% damage and the ability to crit they can deal a &#039;&#039;lot&#039;&#039; of damage in a short space of time. Danger zone is the other alternative to Cool Under Pressure, allowing more targets to feel the debilitating effects of suppression. If there arent many enemies in the area Traverse Fire acts as your main small group tool of choice which is quite flexible with other abilities, and Demolition provides a nice anti-cover approach as well. The only weaknesses of this soldier is they will burn through ammo &#039;&#039;very&#039;&#039; quickly, and if an enemy so much as scratches the soldier the suppression is removed instantly which can knock a fair amount of man-power out of your squad. &lt;br /&gt;
&lt;br /&gt;
Machine Gunner: The Anti-Thesis of the Suppressing Gunner, these troopers use their weapons much more aggressively.. This build is realtively flexible being that one can utilise area of effect abilities to kill multiple foes or at least remove their cover so others may get flanking shots. Their choice between Rupture or Kill-zone can further enhance their single target lethality or give this gunner more options for taking on multiple enemies at once. Cyclic fire is the &#039;ace in the hole&#039; for really tough opponents such as andromedons or Sectopods which are heavily armed and armored. All in all this gives the gunner an impressive arsenal of abilities to clear out multiple foes or bring down the mightiest of enemies in just a few shots.&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat Specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially swing a bad situation into your favour. Serial does lose damage with each kill much like reaper however, so ordering may be required to achieve the best results.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85019</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85019"/>
		<updated>2017-05-23T15:33:42Z</updated>

		<summary type="html">&lt;p&gt;Garr: /* Rocket Scatter */ Lone Wolf now has both words beginning with capital letter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
{{main|SMG (LW2)}}&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.&lt;br /&gt;
{{SMGs (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
{{Shotguns (LW2)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
{{Sniper Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LW2)}}&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LW2)}}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher&lt;br /&gt;
|Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone.&lt;br /&gt;
|-&lt;br /&gt;
|Shredstorm Cannon&lt;br /&gt;
|Advanced Shredder Gun.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Blaster&lt;br /&gt;
|Fires a beam in a straight line, penetrating walls, cover and armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Elite&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 5 || 20%, 8 || 25%, 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84975</id>
		<title>Change Log (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84975"/>
		<updated>2017-05-22T17:20:10Z</updated>

		<summary type="html">&lt;p&gt;Garr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.4 (Released May 22, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix crash on mac when leaving the weapon upgrade screen.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing doom to fail to be removed from the fortress&lt;br /&gt;
&lt;br /&gt;
- Update evac spawning to reject any evac zone with tiles that are out-of-bounds of the map.&lt;br /&gt;
&lt;br /&gt;
- Serial will process damage reduction per kill as it was designed to.&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad ini on Smash and Grab rewards. Fixes bug when you are at Force Levels 3-5, you have a 5% chance of getting nothing out of a box. &lt;br /&gt;
&lt;br /&gt;
- Fixed bad non-English loc for &amp;quot;Reinforcements&amp;quot; timer (it&#039;s appearing as English because of bad tags in all the translations)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config in in two S&amp;amp;G mission schedules that&#039;ll mean one fewer pod than desired.&lt;br /&gt;
&lt;br /&gt;
- Added stats from soldier perks to their stats shown in the armory personnel list. Was previously just the base character stats.&lt;br /&gt;
&lt;br /&gt;
- Ready for Anything will not trigger Overwatch if unit is out of ammo&lt;br /&gt;
&lt;br /&gt;
- Added modifier for [0] indices on weapon range table to catch weird cases when distance to target returns zero.&lt;br /&gt;
&lt;br /&gt;
- Removed duplicate Hacking stat increase on Spec LPCL&lt;br /&gt;
&lt;br /&gt;
- Fixed possible bug with Guardian proccing against same enemy multiple times&lt;br /&gt;
&lt;br /&gt;
- Fixes to Field Surgeon not always proccing when it should, and sometimes proccing when it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Mod support===&lt;br /&gt;
&lt;br /&gt;
- Improve the projectile sound modding support to allow identification of the projectile elements to modify by a more consistent name.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Workarounds (for those on 1.3)&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Serial: In XComLW_Overhaul.ini change SERIAL_DAMAGE_FALLOFF=FALSE to TRUE.&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;G: In XComGameCore.ini, in the SmashNGrab_LW_3 LootTable (line 541 or so), change the Loots[2] Chance from 45 to 50.&lt;br /&gt;
&lt;br /&gt;
Guerilla_Revealed_D4_1_LW: XComMissions.ini, line 4190, change &amp;quot;OPNx3_Satndard_LW&amp;quot; to &amp;quot;OPNx3_Standard_LW&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patch 1.3 (Released May 15, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases.&lt;br /&gt;
 &lt;br /&gt;
- Fix base game bug with PCS items disappearing from soldiers.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for the &amp;quot;squad stuck on mission&amp;quot; bug when infiltrating an about-to-expire mission. 2207&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug causing failed facility sabotage missions to still destroy the facility&lt;br /&gt;
&lt;br /&gt;
- Add faceless base loot (corpse) to the faceless civilian &amp;amp; rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177&lt;br /&gt;
&lt;br /&gt;
- Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158&lt;br /&gt;
&lt;br /&gt;
- Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them.&lt;br /&gt;
&lt;br /&gt;
- Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174&lt;br /&gt;
&lt;br /&gt;
- Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units &lt;br /&gt;
&lt;br /&gt;
- Dead/Captured Psi units will not show eligible for Psi level up&lt;br /&gt;
&lt;br /&gt;
- Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project.&lt;br /&gt;
&lt;br /&gt;
- Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow &amp;lt;enter&amp;gt; to fire the on clicked delegate for mod-added armory buttons.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for &#039;LiberateStage2Complete&#039; when the network tower trigger occurs. 2163&lt;br /&gt;
&lt;br /&gt;
- Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211&lt;br /&gt;
&lt;br /&gt;
- Restore weapon upgrade UI to showing 4 slots at a time.&lt;br /&gt;
&lt;br /&gt;
- Moved &amp;quot;Strip All Weapon Upgrades&amp;quot; button to bottom nav-bar of the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with some soldiers not having their weapons stripped when &amp;quot;Strip All Weapon Upgrades&amp;quot; is used&lt;br /&gt;
&lt;br /&gt;
- Fix bug with &amp;quot;Strip All Weapon Upgrades&amp;quot; stripping the current soldier when used from the weapon upgrade UI.&lt;br /&gt;
&lt;br /&gt;
- Blanked-out vanilla ENDS TURN loc because it was often used inaccurately.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for LR pop-up when unit is impaired and not getting LR bonus&lt;br /&gt;
&lt;br /&gt;
- Added IsPanicked check for various abilities that shouldn&#039;t work when panicked (not sure if IsImpaired covers panicked or not)&lt;br /&gt;
&lt;br /&gt;
- Removed Reaper from AWC list, would not work on gunner without Fleche&lt;br /&gt;
&lt;br /&gt;
- Fixed Sniper Rifle laser sound range to 30.&lt;br /&gt;
&lt;br /&gt;
- Pod Substitution code should now respect &amp;quot;Protected&amp;quot; string in encounter name and not make any substitutions&lt;br /&gt;
&lt;br /&gt;
- Lone Wolf should ignore Gremlins as a &amp;quot;nearby ally&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Removed vestigal sweep objective from facility sabotage, should correct &amp;quot;full salvage&amp;quot; erroneous report&lt;br /&gt;
&lt;br /&gt;
- Large intel cache should properly reward 25 intel instead of 40 now&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217)&lt;br /&gt;
&lt;br /&gt;
- Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218)&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222&lt;br /&gt;
&lt;br /&gt;
- Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223&lt;br /&gt;
&lt;br /&gt;
- Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224&lt;br /&gt;
&lt;br /&gt;
- Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly.&lt;br /&gt;
&lt;br /&gt;
- Air Controller perk should be properly reflected in mission brief evac estimations 2227&lt;br /&gt;
&lt;br /&gt;
- Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227&lt;br /&gt;
&lt;br /&gt;
- Hack Defense malus from Redscreen Rounds should stack now 2227&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for Skullouch not applying properly 2228&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230&lt;br /&gt;
&lt;br /&gt;
- Sharpshooters restricted from Chain Shot, Guardian in AWC&lt;br /&gt;
&lt;br /&gt;
- Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades.&lt;br /&gt;
&lt;br /&gt;
- Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP&lt;br /&gt;
&lt;br /&gt;
- Fixed logic short circuit in LeadByExample so it should apply consistently now&lt;br /&gt;
&lt;br /&gt;
- Flush and Roust may no longer be used from concealment, as they don&#039;t work properly in those cases&lt;br /&gt;
&lt;br /&gt;
- Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233&lt;br /&gt;
&lt;br /&gt;
- Fixed bug with reinforcement difficulty-based modifiers&lt;br /&gt;
&lt;br /&gt;
- Fixed some bugged code in PostEncounterCreation not finding right mission&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mission brief to incorrectly display &amp;quot;concealed start&amp;quot; for avenger defense.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234&lt;br /&gt;
&lt;br /&gt;
- Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1.&lt;br /&gt;
&lt;br /&gt;
- Fixed some crit damage values that were too low&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to &amp;quot;Active&amp;quot; status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing InclusionExclusionLists to not work. 2255&lt;br /&gt;
&lt;br /&gt;
- Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256&lt;br /&gt;
&lt;br /&gt;
- Concussion rocket smoke will take effect immediately now. 2256&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing blaster launcher scatter text to remain on-screen. 2261&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing aliens to get a free turn on a Restart Mission. This also has the side-effect of fixing the LW2 specific case where a Restart Mission on a mission type where XCOM starts on top of the evac zone would restart the mission on the XCOM turn with no action points (as if they weren&#039;t on an evac zone it&#039;d immediately skip to the alien turn). 2263.&lt;br /&gt;
&lt;br /&gt;
- Fixed vanilla bug in which Saturation Fire was 100% blowing up cover that someone was using instead of assigned %. Expanded SF cone to vanilla levels to compensate.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for &amp;quot;Quick Response Mission&amp;quot; showing up for black site&lt;br /&gt;
&lt;br /&gt;
- Infil should not surpass 200% with liberated region bonus&lt;br /&gt;
&lt;br /&gt;
- View Squad: Dim soldiers &amp;amp; class icons for members of squads infiltrating a mission where those soldiers are not present on the mission.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla &amp;quot;rule&amp;quot; allowing cheaty visibility for AI AOE attacks. Added two new config vars to XComGame.Helpers_LW: 1) RequireVisibilityForAoETarget - if true, the AI will only consider targets that are visible when evaluating AoE abilities. When false (e.g. vanilla behavior) the AI may target anyone on the XCOM team regardless of visibility. Set to true for LW2. 2) AllowSquadVisibilityForAoETarget: Only has an effect when RequireVisibilityForAoETarget is true. If false, a unit may only target units it can directly see for AoE effects. If true, a unit may target anyone visible to anyone on the alien team. Set to true for LW2.&lt;br /&gt;
&lt;br /&gt;
- Fix config error in Kill Avatar doom reduction.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing soldiers to occasionally spawn away from their squad on some missions due to incorrectly choosing a spawn without enough space for the entire squad. 2278&lt;br /&gt;
&lt;br /&gt;
- Corrected Trad Chinese for Advanced Mag Weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug in region-reinforcement logic. May make alert levels less sticky in some regions. Some other minor tweaks in reinf logic.&lt;br /&gt;
&lt;br /&gt;
- Add interrupt state to the RocketLauncher ability. Fixes bug causing Covering Fire to not trigger on rocketeer shots.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing rebels to fail to spawn on recruit raids if the chosen spawn site is too small. Now attempts to reserve extra space for rebels &amp;amp; advisers on appropriate missions.&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks, which were not being applied properly anyway. Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- At last figured out why Kubikiri wasn&#039;t working right.&lt;br /&gt;
&lt;br /&gt;
- Flush should actually do damage now&lt;br /&gt;
&lt;br /&gt;
- Made change to UISquadSelect_LWs to use our custom GetMaxSoldiersAllowedOnMission instead of vanilla in three cases (should fix DLC bug with some mods of LW2)&lt;br /&gt;
&lt;br /&gt;
- Made sure Advent turrets can&#039;t spawn on invasion mission&lt;br /&gt;
&lt;br /&gt;
- Fixed typical weapon cost on coil sniper rifle&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for dodge bonus not appearing with Combatives in the soldier UI&lt;br /&gt;
&lt;br /&gt;
- Fix Hack PCS tiers so they sort properly&lt;br /&gt;
&lt;br /&gt;
- Bugfix for Field Surgeon not applying on minor wounds.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug causing soldiers to be unable to be picked up when killed/KOd/bleeding out. (ragdolls may still occasionally land on wrong tile)&lt;br /&gt;
&lt;br /&gt;
- Award wrecks/loot for any Mastered robot that is ineligible to be transferred to a haven on missions where corpses are awarded.&lt;br /&gt;
&lt;br /&gt;
- Fix disappearing civ rescue rings on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing POIs to not be removed when a mission expires, preventing them from being re-used later. Should fix problems with POIs not spawning late game.&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
- Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a &amp;quot;soft&amp;quot; timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas.&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Classes&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Significant changes on Shinobi, Specialist, Gunner, Ranger trees. Also changes to Assault, Grenadier, Sharpshooter, Psi Operative, Spark. Technical was apparently perfect.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP to level up on Rookie -&amp;gt; Commander. This is to offset the now-fixed bug that was causing some soldiers to level up too rapidly.&lt;br /&gt;
&lt;br /&gt;
- Significant rework of infiltration bonuses/penalties to 1) give infil bonuses for not carrying small items in utility slots and 2) Add a diminishing returns effect when stacking tons of infiltration-related items.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP bonus you get for being a Shinobi. Increased it a little on Specialists.&lt;br /&gt;
&lt;br /&gt;
- Technicals no longer have an innate infiltration penalty.&lt;br /&gt;
&lt;br /&gt;
- Technical gains two aim from progression&lt;br /&gt;
&lt;br /&gt;
- Gave all Spark characters +30 hacking. Added more Hacking points to Spark on level-ups&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie soldiers/Sparks +5 aim to counteract mod-specific graze band bugfix that also disables aim assit multiplier&lt;br /&gt;
&lt;br /&gt;
- Legend +2 days in the rookie training tube&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks (which wasn&#039;t working anyway). Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- Gunner loses two aim from progression&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Secondaries&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Increased damage from advanced gauntlets&lt;br /&gt;
&lt;br /&gt;
- Psi Amps now give an infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Advanced Swords do more damage&lt;br /&gt;
&lt;br /&gt;
- Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+1. Cost is now $25/1/1/0. Now available at Mag Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Abilities&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Major:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Added new Shinobi ability, Whirlwind, which grants a bonus move action after a successful melee attack but does not stack with Reaper. Replaces Implacable on the tree.&lt;br /&gt;
&lt;br /&gt;
- Added new Officer Ability, Trial by Fire. Trial By Fire will automatically level up any soldiers below the rank of sergeant after they go on a successful mission with the officer. Replaces Fall Back.&lt;br /&gt;
&lt;br /&gt;
- Added new Specialist Ability, Rescue Protocol. It grants a free move action to qualifying allies. It goes in at GSGT; tree loses Suppression.&lt;br /&gt;
&lt;br /&gt;
- Guardian, Sentinel and Rapid Reaction will only proc once per enemy per turn&lt;br /&gt;
&lt;br /&gt;
- Covering Fire perk now also confers an aim malus to anyone you take a reaction shot at (regardless of whether it was a CF shot). Ability should trigger against MEC Micromissile launch now.&lt;br /&gt;
&lt;br /&gt;
- Hit and Run now grants a full action rather than a move action.&lt;br /&gt;
&lt;br /&gt;
- Snap Shot refactored so 1) It doesn&#039;t replace standard sniper rifle shot 2) only appears when you have one move left 3) no longer provides close-range bonuses; 4) no longer allows overwatch. Lowered Snap Shot penalty to -10 per tile after 5.&lt;br /&gt;
&lt;br /&gt;
- Revamped Coup de Grace to provide passive sword bonuses: +50 aim and crit, and +2 damage against disoriented, stunned, unconscious and panicking targets.&lt;br /&gt;
&lt;br /&gt;
- Double Tap now lets you fire at two targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Additional:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Increased sapper env damage bonus by 1 to make it more reliable.&lt;br /&gt;
&lt;br /&gt;
- Significantly increased the chance for Concussion Rocket to Disorient or Stun targets; it does a bit more damage and env damage and has a larger AOE&lt;br /&gt;
&lt;br /&gt;
- Increased Gunslinger range to 12 tiles&lt;br /&gt;
&lt;br /&gt;
- Flush now has +30 to hit and also lowers defense and dodge of the target for the rest of the turn. It uses only 1 ammo.&lt;br /&gt;
&lt;br /&gt;
- Increased Lockdown to-hit bonus to account for reaction fire modifier.&lt;br /&gt;
&lt;br /&gt;
- Interference charges scale up with Gremlin&lt;br /&gt;
&lt;br /&gt;
- Increased Iron Curtain AOE width. Iron Curtain will now reduce mobility by 5 tiles sted 3&lt;br /&gt;
&lt;br /&gt;
- Phosphorous now grants 1 shred to all flamethrower attacks&lt;br /&gt;
&lt;br /&gt;
- Oscar Mike grants +5 mobility sted +3 (or 1 more tile)&lt;br /&gt;
&lt;br /&gt;
- Deadeye, Precision Shot and Killzone will only cost 1 AP on weapons that normally only require 1 AP to fire.&lt;br /&gt;
&lt;br /&gt;
- Improved Spark bits should apply repair bonuses per vanilla loc&lt;br /&gt;
&lt;br /&gt;
- Threat Assessment no longer increases Aid Protocol Cooldown&lt;br /&gt;
&lt;br /&gt;
- Increased strength of Spark Strike, Intimidate and Bombard abilities at higher tech levels&lt;br /&gt;
&lt;br /&gt;
- AMF and Lethal will now provide additional bonuses to critical damage (+1 for Lethal and +2 for AMF)&lt;br /&gt;
&lt;br /&gt;
- Flush and Rupture will cost 2 AP with Sniper Rifles. Both now allowed Sharpshooter perks in AWC.&lt;br /&gt;
&lt;br /&gt;
- Covert Detection Radius Modifier from .2 to .25, so it is a little more effective (and also better calibrated to usual visual range of many enemies).&lt;br /&gt;
&lt;br /&gt;
- Roust and Firestorm provide flat malus/bonus to damage (mostly so it reports potential damage more clearly)&lt;br /&gt;
&lt;br /&gt;
- Ghostwalker Detection Radius Modifier from .4 to .25. Reduced cooldown by 1, so you can use it more often but won&#039;t remove as many detection tiles.&lt;br /&gt;
&lt;br /&gt;
- Formidable now gives 2 ablative HP instead of armor and has 50% explosives DR sted 67%&lt;br /&gt;
&lt;br /&gt;
- Reaper loses 1 turn from its cooldown but also 3 damage reduction per attack&lt;br /&gt;
&lt;br /&gt;
- Added code to several bonus damaging effects that denies bonuses to crits from Biggest Booms. Removed some other abilities from causing DoT bonuses. Biggest Booms will now grant 1 bonus damage to DOT when a crit is scored.&lt;br /&gt;
&lt;br /&gt;
- Tactical Sense now grants +3 defense per enemy in view, up to +15&lt;br /&gt;
&lt;br /&gt;
- ChainShot hit penalty increased to -10&lt;br /&gt;
&lt;br /&gt;
- Hard Target now grants +3 dodge per enemy in view, up to +30&lt;br /&gt;
&lt;br /&gt;
- Rupture no longer auto-crits; instead provides bonus to crit chances.&lt;br /&gt;
&lt;br /&gt;
- Added standard ShooterEffectExclusions to Conceal ability, so no more doing it while carrying someone or being on fire. Conceal now ends your turn when used.&lt;br /&gt;
&lt;br /&gt;
- The following officer abilities will no longer affect civilians: Get Some, Fall Back, Oscar Mike, Command, Incoming.&lt;br /&gt;
&lt;br /&gt;
- Ghost Grenade will no longer affect targets that are carrying another unit, on fire, or bound&lt;br /&gt;
&lt;br /&gt;
- Dense Smoke now confers +10 defense bonus instead of +20, so dense smoke grenades are +30 defense instead of +45.&lt;br /&gt;
&lt;br /&gt;
- Dodge cap from leadership is 10, accumulates at .5 per mission with leader (old: 20, 1)&lt;br /&gt;
&lt;br /&gt;
- Collector intel income is capped at 10 per mission&lt;br /&gt;
&lt;br /&gt;
- Scavenger stuff income is capped at 10 per mission&lt;br /&gt;
&lt;br /&gt;
- Demolition now uses 5 ammo&lt;br /&gt;
&lt;br /&gt;
- Street Sweeper perk is no longer guaranteed hit. Does 3 bonus damage to unarmored targets.&lt;br /&gt;
&lt;br /&gt;
- Serial now loses 20 crit % and 1 damage per kill. Coded for aim malus per kill but not currently in use (also would need loc).&lt;br /&gt;
&lt;br /&gt;
- You can no longer activate Run N Gun after using Close Encounters.&lt;br /&gt;
&lt;br /&gt;
- Faceoff cannot be used from concealment&lt;br /&gt;
&lt;br /&gt;
- Cannot use Chain Lightning when suppressed or concealed&lt;br /&gt;
&lt;br /&gt;
- Bring Em On now respects the ApplyToWeaponSlot setting and only applies to primary weapons&lt;br /&gt;
&lt;br /&gt;
- Close Combat Specialist shots consume two ammo each&lt;br /&gt;
&lt;br /&gt;
- Suppressed aim penalty from -30 to -25&lt;br /&gt;
&lt;br /&gt;
- Pistol perks require full training time in AWC&lt;br /&gt;
&lt;br /&gt;
- Removed Conceal from AWC abilities list&lt;br /&gt;
&lt;br /&gt;
- Tradecraft nerfed a little&lt;br /&gt;
&lt;br /&gt;
- A robot may only be attempted to be Haywired or Full Overridden once per mission&lt;br /&gt;
&lt;br /&gt;
- Increased MinHackSuccess on Full Override/Control for mission by 10&lt;br /&gt;
&lt;br /&gt;
- Reduced defense and armor provided by Sacrifice perk and increased cooldown&lt;br /&gt;
&lt;br /&gt;
- Change Nova self-damage to electrical to prevent Formidable from overprotecting against it. Reduced Nova Env damage.&lt;br /&gt;
&lt;br /&gt;
- Increased weights on some weaker pistol perks in the AWC&lt;br /&gt;
&lt;br /&gt;
- Javelin Rockets perk will apply to Concussion Rocket and Bunker Buster now&lt;br /&gt;
&lt;br /&gt;
- Allowed Rupture to work at Squad sight ranges&lt;br /&gt;
&lt;br /&gt;
- Add &#039;CumulativeRupture&#039; config option to base game. Defaults to true for LW2. When enabled each ability that applies rupture will have that rupture value added to the unit, unlike the original mode where only the highest rupture value is stored. In this new mode the rupture value of a shot only applies to subsequent attacks, not the attack it is made on, so attacking a unit 3 times with a weapon with a +1 rupture will do bonus rupture damage of +0, +1, and +2 for the shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Psi Operatives&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Psis now get all four starter abilities.&lt;br /&gt;
 &lt;br /&gt;
- Added Second Psi Chamber Sci slot, for a total of 75% reduction in training time possible. (Note this is non-fatally bugged on 1.2 campaigns) Removed tech gate for second psi training slot. &lt;br /&gt;
&lt;br /&gt;
- Initial Psi Training now set to equal intiial GTS training (halved when scientist is installed). Lowered additional days per level above psi&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
- Fuse now has a cooldown.&lt;br /&gt;
&lt;br /&gt;
- Reduced Cooldowns on a number of Psi perks. Soulfire, Void Rift and Null Lance do more damage, mostly at higher PsiAmp tiers.&lt;br /&gt;
&lt;br /&gt;
- Insanity no longer ends your turn.&lt;br /&gt;
&lt;br /&gt;
- Soul steal will grant 1 ablative HP when not healing a wound. Will not grant ablative HP if you have more than 8.&lt;br /&gt;
&lt;br /&gt;
- Mind Merge no longer ends your turn and grants +1 crit per 10 psi offense; Soul Merge grants +1 crit per 5 psi offense. Both abilities gain flat bonii from better psi amps.&lt;br /&gt;
&lt;br /&gt;
- Swapped Schism and Soulsteal on Psi Tree, will change existing campaigns&lt;br /&gt;
&lt;br /&gt;
- Solace is now an active-use ability rather than an AOE passive (which was reported bugged).&lt;br /&gt;
&lt;br /&gt;
- Added &amp;quot;Quick Study&amp;quot; ability as level 1 Psi and AWC ability. Halves officer and AWC tube training times. Fortress becomes a trainable ability rather than a starter. Removed Sustain from the tree.&lt;br /&gt;
&lt;br /&gt;
- You can now see Psi Offense scores at sectoid autopsy for troops in the barracks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Significant increase in point-blank aim bonuses for all shotguns, including sawn-off. Shotgun damage reduced to sniper rifle levels.&lt;br /&gt;
&lt;br /&gt;
- Increase in short range aim bonuses for rifles, SMGs. Increased long-range Penalties a bit on SMGs.&lt;br /&gt;
&lt;br /&gt;
- Reduced cost of NanoMedikit&lt;br /&gt;
&lt;br /&gt;
- Increased Mk2 and Mk3 gauntlet&#039;s abilities to cause panic with Napalm-X&lt;br /&gt;
&lt;br /&gt;
- All Plasma tier weapons gain 1 Rupture.&lt;br /&gt;
&lt;br /&gt;
- Acid Grenades gain 1 Rupture.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp 2 gated behind Elerium tech and requires a sectoid corpse instead of codex autopsy/codex corpse&lt;br /&gt;
&lt;br /&gt;
- Made Mind Shield cheaper&lt;br /&gt;
&lt;br /&gt;
- Shredder Rounds provide 2 shred instead of 1, now cost 1 crystal in addition to 1 alloy.&lt;br /&gt;
&lt;br /&gt;
- Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets.&lt;br /&gt;
&lt;br /&gt;
- Reduced 2nd+ spark supply costs&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on some coil and plasma weapons&lt;br /&gt;
&lt;br /&gt;
- Reduced supply cost of mag weapons slightly&lt;br /&gt;
&lt;br /&gt;
- Increased Spark armors HP granted to match bonuses from medium soldier armor&lt;br /&gt;
&lt;br /&gt;
- Increased hack bonus from improved Spark bits&lt;br /&gt;
&lt;br /&gt;
- SMG damage scaling smoothed out&lt;br /&gt;
&lt;br /&gt;
- A lot of adjustments to infiltration bonuses from stealth gear. SMGs will get increasing bonuses with tech. Suppressors provide a smaller infil bonus but extra sound reduction.&lt;br /&gt;
&lt;br /&gt;
- Various PG project/item adjustments.&lt;br /&gt;
&lt;br /&gt;
- LMGs lose a half-point of damage.&lt;br /&gt;
&lt;br /&gt;
- Reduced flashbang AOE by 1&lt;br /&gt;
&lt;br /&gt;
- Reduced env damage on Shredder Gun and Shredstorm cannon&lt;br /&gt;
&lt;br /&gt;
- Dragon and Venom Rounds have a 50% chance to apply debuff &lt;br /&gt;
&lt;br /&gt;
- Made getting Exosuits more expensive&lt;br /&gt;
&lt;br /&gt;
- Reduced dodge bonus on light armors by 5&lt;br /&gt;
&lt;br /&gt;
- Damage Control PCS will be more rare&lt;br /&gt;
&lt;br /&gt;
- Increased supply cost of AP Rounds&lt;br /&gt;
&lt;br /&gt;
- Removed corpse requirement from Combat Stims, now costs 3 supplies and armor bonus is 2 instead of 5&lt;br /&gt;
&lt;br /&gt;
- SMG Detection Radius Modifier from .2 to .125 (meaning it will remove fewer red tiles). &lt;br /&gt;
&lt;br /&gt;
- Coil and Plasma pistols got more expensive.&lt;br /&gt;
&lt;br /&gt;
- Pistols lose a half-point of damage, except plasma&lt;br /&gt;
&lt;br /&gt;
- Tracer Rounds now costs 10 supplies&lt;br /&gt;
&lt;br /&gt;
- Fire sword has a 50% fire apply chance&lt;br /&gt;
&lt;br /&gt;
- Dodge and Defense PCS will provide smaller bonuses&lt;br /&gt;
&lt;br /&gt;
- Removed 5 of the aim bonus from beam arc thrower, so it&#039;s consistent +5 for all ATs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Missions&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Increased hard-fail timers on Rescues, Jailbreaks, Extracts, Neutralize to 18 or more turns, with extended timers on larger maps. These missions will see more reinforcements around the 10 to 12 turn mark.&lt;br /&gt;
&lt;br /&gt;
- Reduced max turret count on low-alert guerilla missions&lt;br /&gt;
&lt;br /&gt;
- Recruit Raids won&#039;t have turrets on the map&lt;br /&gt;
&lt;br /&gt;
- Rebels on terror/defend/invasion missions should now spawn more spread out over the map. Min/Max distances from XCOM spawn can be configured in XComLW_Overhaul.ini.&lt;br /&gt;
&lt;br /&gt;
- Reduced Alert Level increases on Liberate missions (3 to 1 for mission 2 and 3 to 2 for missions 3 to 5)&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations. 2151&lt;br /&gt;
&lt;br /&gt;
- Infiltration percentage now affects reflex actions chances. The degree varies by difficulty. On lower diffs you can mostly lower it with good infil; on higher you mostly increase it with low infil.&lt;br /&gt;
&lt;br /&gt;
- Removed a lot of negative EZs on extracts so enemies won&#039;t bunch up at map&#039;s edge&lt;br /&gt;
&lt;br /&gt;
- Reduced some pod sizes on black site and forge missions (and added some smaller pods)&lt;br /&gt;
&lt;br /&gt;
- Infiltration% will now have difficulty-specific impacts on enemy detection ranges&lt;br /&gt;
&lt;br /&gt;
- Embiggenated a lot of patrol zones to mid-forties to cover the edges&lt;br /&gt;
&lt;br /&gt;
- Incresed minvigilance to spawn a recruitraid&lt;br /&gt;
&lt;br /&gt;
- Updated Facility mission schedules. More drones, smaller pods (and less enemies overall) at lower levels.&lt;br /&gt;
&lt;br /&gt;
- Jailbreak, Rescue and Neutralize missions will have much for variety in locations for evac point.&lt;br /&gt;
&lt;br /&gt;
- Certain missions now require 100% infiltration to for the squad begin concealed. They are Troop Maneuvers, Supply Raids, and UFO Raids. This is ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Reduced MaxSoldiers to 8 on Supply Raids, UFO Raids and various Guerrilla missions&lt;br /&gt;
&lt;br /&gt;
- Removed evac delay reduction for squad sizes 1-3&lt;br /&gt;
&lt;br /&gt;
- Reduced infil rate for squad sizes 1-3&lt;br /&gt;
&lt;br /&gt;
- Reduced timer for Secure UFO reinforcements&lt;br /&gt;
&lt;br /&gt;
- Reduced detection chance of Supply Raids, reduced rewards a bit&lt;br /&gt;
&lt;br /&gt;
- Reduced detection chance of Troop Maneuvers and set a minimum vigilance for a region to bother sending troops out, reduced rewards slightly&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of Troop Maneuvers schedules for more variety. Made D5 troop column tougher&lt;br /&gt;
&lt;br /&gt;
- Supply raids and UFOs will have a difficult command pod on higher alert levels&lt;br /&gt;
&lt;br /&gt;
- Made sure some Guerilla schedules tried to guard the objective better&lt;br /&gt;
&lt;br /&gt;
- Added reinfs to Neutralize missions&lt;br /&gt;
&lt;br /&gt;
- Increased minimum number of prisoners on Jailbreak to 3&lt;br /&gt;
&lt;br /&gt;
- Amped up enemies on defend missions a bit&lt;br /&gt;
&lt;br /&gt;
- Disable squad viewer automatic LoS on disruptor spike on Avenger defense.&lt;br /&gt;
&lt;br /&gt;
- Avenger Defense will get a little harder on Veteran, moderately harder on Commander, Really harder on Legend&lt;br /&gt;
&lt;br /&gt;
- Flare evacs on Legend are +1 turn&lt;br /&gt;
&lt;br /&gt;
- +3 evac modifier on Facility sabotage missions&lt;br /&gt;
&lt;br /&gt;
- Capped the number of general ops per month that can occur in a region to rein in 0% abuse. Varies by difficulty.&lt;br /&gt;
&lt;br /&gt;
- Invasion back to 10-soldier cap.&lt;br /&gt;
&lt;br /&gt;
- Game will no longer reserve a rebel at home when choosing the squad for rendezvous. &lt;br /&gt;
&lt;br /&gt;
- Reduced alert level modifier on Reinforce Activities by 2 to +1&lt;br /&gt;
&lt;br /&gt;
- Evac on Defend missions will now pop at turn 4 + (region alert/4)&lt;br /&gt;
&lt;br /&gt;
- Propaganda activity is no longer general ops category, has longer max cooldown, and won&#039;t appear until month 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Enemies&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Removed env damage from a number of alien melee attacks, reduced Faceless AOE attack env damage to destroy only fragile objects&lt;br /&gt;
&lt;br /&gt;
- Removed Fire Control from Advent Sentries&lt;br /&gt;
&lt;br /&gt;
- Reduced dodge on a number of aliens, defense on a couple&lt;br /&gt;
&lt;br /&gt;
- Yellow Alert Hit/Crit chances on Standard Shot now modified by difficulty. Crit from Yellow Alert shots is impossible on lower diffs.&lt;br /&gt;
&lt;br /&gt;
- Removed bonus crit chance on Veteran Andromedon Robot&lt;br /&gt;
&lt;br /&gt;
- Lowered offense of some aliens on rookie&lt;br /&gt;
&lt;br /&gt;
- Viper grab ability reduced from 12 to 8 tiles range. Damage reduced slightly.&lt;br /&gt;
&lt;br /&gt;
- Archon and Greater Archon both lose some will&lt;br /&gt;
&lt;br /&gt;
- Disabled Formidable alien dark event.&lt;br /&gt;
&lt;br /&gt;
- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won&#039;t occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.&lt;br /&gt;
&lt;br /&gt;
- Sidewinder M2 and M3 get the &amp;quot;Hit and Slither&amp;quot; variant of Hit and Run that only grants a bonus move action.&lt;br /&gt;
&lt;br /&gt;
- Increase Green Alert reflex action chance on Legend from 33 to 50&lt;br /&gt;
&lt;br /&gt;
- SentryM1 loses Covering Fire, SentryM3 switches from Rapid Reaction to Sentinel&lt;br /&gt;
&lt;br /&gt;
- Increased HP on a number of lategame enemies to 18-20ish to make plasma weaponry more useful on veteran/commander and especially legend, and set some weaker enemies so they could only be one-shot by plasma but not coil most of the time&lt;br /&gt;
&lt;br /&gt;
- Reduced basline Patrol zone depth from 14 to 12 on guerilla schedules&lt;br /&gt;
&lt;br /&gt;
- Mec Archers get +10 defense on Legend to match Commander&lt;br /&gt;
&lt;br /&gt;
- Fixed Hunter drone&#039;s defense scores&lt;br /&gt;
&lt;br /&gt;
- Modified detection ranges on most enemies. &lt;br /&gt;
&lt;br /&gt;
- Avatars get more HP on Veteran+&lt;br /&gt;
&lt;br /&gt;
- Increased Andromedon, Cyberus, Chryssalid appearance weights. Chryssalids can happen a little earlier.&lt;br /&gt;
&lt;br /&gt;
- Lots of schedule work to 1) introduce more drones on low-alert guer missions 2) drop in the odd faceless on some of them 3) add a little more variety, and have more but smaller pods at low alert&lt;br /&gt;
&lt;br /&gt;
- Nu Advent Special units (generals, sergeants etc.) have custom weapon damage stats. Vanguard and GeneralM2 weapons have 1 Rupture&lt;br /&gt;
&lt;br /&gt;
- AdvGrenaderM3 acid grenade gets 1 Rupture, tick damage reduced from 1-3 to 1 to account for additional hurtiness from Rupture (which will make it 2)&lt;br /&gt;
&lt;br /&gt;
- Certain powerful enemies have a chance to ignore the effects of a flashbang&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper and Sectoid Commander detection radius&lt;br /&gt;
&lt;br /&gt;
- Gave Gatekeeper immunities to fire and poison&lt;br /&gt;
&lt;br /&gt;
- Stun Lancer M2 gets Coup de Grace&lt;br /&gt;
&lt;br /&gt;
- Stun Lancer M3 gets Coup de Grace and Whirlwind&lt;br /&gt;
&lt;br /&gt;
- Reduced Faceless ability env damage (had pvsly reduced weapon only)&lt;br /&gt;
&lt;br /&gt;
- Increased spawnweights of Stun Lancers, added Stun Lancer to rainbow pod&lt;br /&gt;
&lt;br /&gt;
- Turned off tick damage on every soldier action for rulers&lt;br /&gt;
&lt;br /&gt;
- Sidewinders&#039; flanking aim bonus reduced to +5 for all Ms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Strategy Layer&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Liberating any given region for the first time removes one doom from Fortress&lt;br /&gt;
&lt;br /&gt;
- Retaliations (and mini-retals) will occur according to a different mechanism: every day you have a rebel on a job, the rebel has a chance to be detected by ADVENT. That chance is impacted by difficulty level, regional vigilance and alert. If detection occurs, a global bucket to trigger a retaliation gets a little more full. (There are buckets for each rebel job except hiding and a master bucket for full Haven retaliations). Once a threshhold is reached, a retal/mini-retal will occur and the bucket empties. They will tend to occur in busier regions. This reduces the minimum working rebels threshhold to trigger retals and should space out retals/mini-retals better. Increased regional cooldowns for these missions.&lt;br /&gt;
&lt;br /&gt;
- Increased time for Fortress and facilities to accumulate doom by ~10% on all diffs. Reduced chance facility doom will transfer to fortress on veteran.&lt;br /&gt;
&lt;br /&gt;
- Completing the Network Tower mission will grant a Radio Relay for the region, regardless if you have reserached Resistance Radio tech. Doubled rate at which cost for building towers increases. Lowered cost of first tower slightly.&lt;br /&gt;
&lt;br /&gt;
- Vigilance will now decay at a somewhat variable rate, depending on the number of people on non-Hiding jobs at the Haven. Current settings are: The baseline for the standard vigilance decay of every 168 hours is 9 *working* members at the Haven. This can decrease by up to 72 hours if the Haven is entirely dormant, or increase by up to 32 hours (4/9 * 72) if the Haven is fully active.&lt;br /&gt;
&lt;br /&gt;
- Alert-granting UFO will come a little less often on Legend&lt;br /&gt;
&lt;br /&gt;
- COIN Ops now has a 21-day global cooldown, so you won&#039;t be punished with a new one spawning if you beat back the current one&lt;br /&gt;
&lt;br /&gt;
- COIN Research now has has a 10-day global cooldown, which does the same thing&lt;br /&gt;
&lt;br /&gt;
- Increased activity detection chances on rookie and veteran&lt;br /&gt;
&lt;br /&gt;
- Rapid Response DE won&#039;t occur super-early in campaigns, but can repeat&lt;br /&gt;
&lt;br /&gt;
- Avenger has +1 power. PG costs 2 power. GTS costs 2 power but each officer tube costs 1 power. Second Psi tube increases to 3 power.&lt;br /&gt;
&lt;br /&gt;
- Faceless won&#039;t generate in if they make up 30% of the Haven already&lt;br /&gt;
&lt;br /&gt;
- Reduced cost of some PG projects&lt;br /&gt;
&lt;br /&gt;
- Doom reduction (e.g. from main story missions) now can reduce doom in facilities if there is no doom left on the fortress instead of being ignored.&lt;br /&gt;
&lt;br /&gt;
- Elerium Conduit +1 power, -10 Crystals compared to 1.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Sped up Skyranger travel&lt;br /&gt;
&lt;br /&gt;
- Increased cost of black market soldiers&lt;br /&gt;
&lt;br /&gt;
- Increased Impact of Wet Work&lt;br /&gt;
&lt;br /&gt;
- New Recruits will cost 15 on Cmdr, 20 on Legend. Soldier cost Continent bonus on those difficulties also increased.&lt;br /&gt;
&lt;br /&gt;
- Made psionics cheaper to research (removed Sectoid Corpse requirement)&lt;br /&gt;
&lt;br /&gt;
- Set interest item count per month to 2 on vet and commander, 1 on Legend.&lt;br /&gt;
&lt;br /&gt;
- Interest items will only grant 50% bonus supplies on vet and commander.&lt;br /&gt;
&lt;br /&gt;
- Second AWC slot will unlock one rank earlier&lt;br /&gt;
&lt;br /&gt;
- Lowered Reinf bonus with Rapid Response DE on Cmdr &amp;amp; Legend to Vet levels, lowered Vet to Rookie level&lt;br /&gt;
&lt;br /&gt;
- Reduced impact from Vigilance DE on sight ranges&lt;br /&gt;
&lt;br /&gt;
- Lots of tweaks to make legend harder&lt;br /&gt;
&lt;br /&gt;
- Disorient aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Poisoned aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Smoke aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Capped Red Fog aim penalty at -30 instead of -50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Allow changing equipment/PCS/upgrades on haven advisers as long as the adviser is eligible to be moved (i.e. there is no active retaliation in the region).&lt;br /&gt;
&lt;br /&gt;
- Added &amp;quot;Strip Weapon Upgrades&amp;quot; button to loadout screen: strips just the equipped weapon of upgrades.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Swarming&amp;quot; will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas.&lt;br /&gt;
&lt;br /&gt;
- Add a general function to UIPanel to allow the changing the color of arbitrary MCs by name. Adjust the reinforcement UI dags colors based on the text color.&lt;br /&gt;
&lt;br /&gt;
- Add mod override for reinforcements incoming UI. LW2 will display green and yellow warning/imminent displays when the reinf bucket is filling. 2240&lt;br /&gt;
&lt;br /&gt;
- Clicking the Missions button in the Haven Management UI will assign and cycle the first 13 rebels through each of the jobs. 14+ will go to hiding.&lt;br /&gt;
&lt;br /&gt;
- Improve sorting of perk PCS when choosing a PCS to install&lt;br /&gt;
&lt;br /&gt;
- Sort black market sell inventory by name after sorting by interest (note: sorting can fail on large inventories, this is an Unreal bug).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Added trigger event to SwitchActiveRow (moddability improvement). 2164&lt;br /&gt;
&lt;br /&gt;
- Added TriggerEvent for clicking on a SquadSelect_ListItem. For modding support. 2161&lt;br /&gt;
&lt;br /&gt;
- Improved mod compat with mods that use the ammo pocket inventory slot: Slot will be locked on infiltrating units and items in the ammo pocket will behave similar to items in the grenade pocket when determining which items are utility slot items. 2208&lt;br /&gt;
&lt;br /&gt;
- Move class limiting heavy weapons and hiding havens behind config variables. If these vars are not set original behavior will be used. 2221&lt;br /&gt;
&lt;br /&gt;
- Functions that count # of working rebels will work better with custom rebel jobs by testing for hidden job rather than summing other default jobs. 2233&lt;br /&gt;
&lt;br /&gt;
- Added some mod-support code to CanRankUpPsiSoldier for custom Psi trees. 2233&lt;br /&gt;
&lt;br /&gt;
- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260&lt;br /&gt;
&lt;br /&gt;
- Added code for making AWC restrictions more configurable&lt;br /&gt;
&lt;br /&gt;
- Add two new config vars to XComUi.ini in [XComGame.UISquadSelect]:&lt;br /&gt;
NoStripWoundedInventory - If set to true, utility items will not be stripped from all wounded soldiers when entering squad select.&lt;br /&gt;
&lt;br /&gt;
AutoStripWoundedAllItems - If set to true (and NoStripWoundedInventory is not true), other equipment slots will be stripped from all wounded soldiers when entering squad select. Variables are intentionally using different senses to ensure all false values retain base game behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Berserker_(LW2)&amp;diff=84970</id>
		<title>Berserker (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Berserker_(LW2)&amp;diff=84970"/>
		<updated>2017-05-21T17:44:55Z</updated>

		<summary type="html">&lt;p&gt;Garr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box LW2&lt;br /&gt;
|name=Berserker&lt;br /&gt;
|rank=1&lt;br /&gt;
|leaderforcelevel=8-20&lt;br /&gt;
|followerforcelevel=15-20&lt;br /&gt;
|podmax=3&lt;br /&gt;
|picture=[[File:XCOM-2_E3-Screenshot_Berserker_hero.jpg|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=15/18/24/28&lt;br /&gt;
|mobility=14/15/15/15&lt;br /&gt;
|detection=12&lt;br /&gt;
|offense=75&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/15/15/15&lt;br /&gt;
|defense=0&lt;br /&gt;
|dodge=0&lt;br /&gt;
|will=70/75/75/80&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Berserker&#039;&#039;&#039; is a specially engineered Muton that focuses on their already strong propensity for hand to hand combat. Essentially a large pile of muscle and anger, the berserker is a dangerous opponent to leave unchecked.&lt;br /&gt;
&lt;br /&gt;
Berserkers do not take cover and have no defensive capabilities. While it takes many shots to down one, they are fairly easy to hit.&lt;br /&gt;
&lt;br /&gt;
Berserkers are distinguishable from standard Mutons by their size and complete lack of either armor or weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_beserker_punch.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Punch&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Strike an adjacent unit in melee.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_beserker_chargingsmash.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Charging Smash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Make a melee attack as part of a dash.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_beserker_counterattack.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Counterattack&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Chance to prevent a melee attack and counterattack instead.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_beserker_rage.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Enrage&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain additional mobility when injured.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Berserkers have a chance to attack friendly units, this seems more common when pod is active, but the berserker cannot see or cannot reach an enemy.&lt;br /&gt;
* Berserkers have no ability to attack past melee range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Potential [[Dark_Events_(LW2)|Tactical Dark Events]]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Effected Ranks !! Chance to Adopt While Active&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LW2) |b_name=1}}|| All ranks || 16%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lethal (LW2) |b_name=1}} || All ranks || 8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84906</id>
		<title>Change Log (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84906"/>
		<updated>2017-05-16T18:18:49Z</updated>

		<summary type="html">&lt;p&gt;Garr: Finished adding 1.3 changelog. Still open for editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.3 (Released May 15, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases.&lt;br /&gt;
 &lt;br /&gt;
- Fix base game bug with PCS items disappearing from soldiers.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for the &amp;quot;squad stuck on mission&amp;quot; bug when infiltrating an about-to-expire mission. 2207&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug causing failed facility sabotage missions to still destroy the facility&lt;br /&gt;
&lt;br /&gt;
- Add faceless base loot (corpse) to the faceless civilian &amp;amp; rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177&lt;br /&gt;
&lt;br /&gt;
- Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158&lt;br /&gt;
&lt;br /&gt;
- Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them.&lt;br /&gt;
&lt;br /&gt;
- Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174&lt;br /&gt;
&lt;br /&gt;
- Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units &lt;br /&gt;
&lt;br /&gt;
- Dead/Captured Psi units will not show eligible for Psi level up&lt;br /&gt;
&lt;br /&gt;
- Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project.&lt;br /&gt;
&lt;br /&gt;
- Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow &amp;lt;enter&amp;gt; to fire the on clicked delegate for mod-added armory buttons.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for &#039;LiberateStage2Complete&#039; when the network tower trigger occurs. 2163&lt;br /&gt;
&lt;br /&gt;
- Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211&lt;br /&gt;
&lt;br /&gt;
- Restore weapon upgrade UI to showing 4 slots at a time.&lt;br /&gt;
&lt;br /&gt;
- Moved &amp;quot;Strip All Weapon Upgrades&amp;quot; button to bottom nav-bar of the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with some soldiers not having their weapons stripped when &amp;quot;Strip All Weapon Upgrades&amp;quot; is used&lt;br /&gt;
&lt;br /&gt;
- Fix bug with &amp;quot;Strip All Weapon Upgrades&amp;quot; stripping the current soldier when used from the weapon upgrade UI.&lt;br /&gt;
&lt;br /&gt;
- Blanked-out vanilla ENDS TURN loc because it was often used inaccurately.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for LR pop-up when unit is impaired and not getting LR bonus&lt;br /&gt;
&lt;br /&gt;
- Added IsPanicked check for various abilities that shouldn&#039;t work when panicked (not sure if IsImpaired covers panicked or not)&lt;br /&gt;
&lt;br /&gt;
- Removed Reaper from AWC list, would not work on gunner without Fleche&lt;br /&gt;
&lt;br /&gt;
- Fixed Sniper Rifle laser sound range to 30.&lt;br /&gt;
&lt;br /&gt;
- Pod Substitution code should now respect &amp;quot;Protected&amp;quot; string in encounter name and not make any substitutions&lt;br /&gt;
&lt;br /&gt;
- Lone Wolf should ignore Gremlins as a &amp;quot;nearby ally&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Removed vestigal sweep objective from facility sabotage, should correct &amp;quot;full salvage&amp;quot; erroneous report&lt;br /&gt;
&lt;br /&gt;
- Large intel cache should properly reward 25 intel instead of 40 now&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217)&lt;br /&gt;
&lt;br /&gt;
- Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218)&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222&lt;br /&gt;
&lt;br /&gt;
- Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223&lt;br /&gt;
&lt;br /&gt;
- Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224&lt;br /&gt;
&lt;br /&gt;
- Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly.&lt;br /&gt;
&lt;br /&gt;
- Air Controller perk should be properly reflected in mission brief evac estimations 2227&lt;br /&gt;
&lt;br /&gt;
- Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227&lt;br /&gt;
&lt;br /&gt;
- Hack Defense malus from Redscreen Rounds should stack now 2227&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for Skullouch not applying properly 2228&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230&lt;br /&gt;
&lt;br /&gt;
- Sharpshooters restricted from Chain Shot, Guardian in AWC&lt;br /&gt;
&lt;br /&gt;
- Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades.&lt;br /&gt;
&lt;br /&gt;
- Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP&lt;br /&gt;
&lt;br /&gt;
- Fixed logic short circuit in LeadByExample so it should apply consistently now&lt;br /&gt;
&lt;br /&gt;
- Flush and Roust may no longer be used from concealment, as they don&#039;t work properly in those cases&lt;br /&gt;
&lt;br /&gt;
- Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233&lt;br /&gt;
&lt;br /&gt;
- Fixed bug with reinforcement difficulty-based modifiers&lt;br /&gt;
&lt;br /&gt;
- Fixed some bugged code in PostEncounterCreation not finding right mission&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mission brief to incorrectly display &amp;quot;concealed start&amp;quot; for avenger defense.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234&lt;br /&gt;
&lt;br /&gt;
- Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1.&lt;br /&gt;
&lt;br /&gt;
- Fixed some crit damage values that were too low&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to &amp;quot;Active&amp;quot; status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing InclusionExclusionLists to not work. 2255&lt;br /&gt;
&lt;br /&gt;
- Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256&lt;br /&gt;
&lt;br /&gt;
- Concussion rocket smoke will take effect immediately now. 2256&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing blaster launcher scatter text to remain on-screen. 2261&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing aliens to get a free turn on a Restart Mission. This also has the side-effect of fixing the LW2 specific case where a Restart Mission on a mission type where XCOM starts on top of the evac zone would restart the mission on the XCOM turn with no action points (as if they weren&#039;t on an evac zone it&#039;d immediately skip to the alien turn). 2263.&lt;br /&gt;
&lt;br /&gt;
- Fixed vanilla bug in which Saturation Fire was 100% blowing up cover that someone was using instead of assigned %. Expanded SF cone to vanilla levels to compensate.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for &amp;quot;Quick Response Mission&amp;quot; showing up for black site&lt;br /&gt;
&lt;br /&gt;
- Infil should not surpass 200% with liberated region bonus&lt;br /&gt;
&lt;br /&gt;
- View Squad: Dim soldiers &amp;amp; class icons for members of squads infiltrating a mission where those soldiers are not present on the mission.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla &amp;quot;rule&amp;quot; allowing cheaty visibility for AI AOE attacks. Added two new config vars to XComGame.Helpers_LW: 1) RequireVisibilityForAoETarget - if true, the AI will only consider targets that are visible when evaluating AoE abilities. When false (e.g. vanilla behavior) the AI may target anyone on the XCOM team regardless of visibility. Set to true for LW2. 2) AllowSquadVisibilityForAoETarget: Only has an effect when RequireVisibilityForAoETarget is true. If false, a unit may only target units it can directly see for AoE effects. If true, a unit may target anyone visible to anyone on the alien team. Set to true for LW2.&lt;br /&gt;
&lt;br /&gt;
- Fix config error in Kill Avatar doom reduction.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing soldiers to occasionally spawn away from their squad on some missions due to incorrectly choosing a spawn without enough space for the entire squad. 2278&lt;br /&gt;
&lt;br /&gt;
- Corrected Trad Chinese for Advanced Mag Weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug in region-reinforcement logic. May make alert levels less sticky in some regions. Some other minor tweaks in reinf logic.&lt;br /&gt;
&lt;br /&gt;
- Add interrupt state to the RocketLauncher ability. Fixes bug causing Covering Fire to not trigger on rocketeer shots.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing rebels to fail to spawn on recruit raids if the chosen spawn site is too small. Now attempts to reserve extra space for rebels &amp;amp; advisers on appropriate missions.&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks, which were not being applied properly anyway. Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- At last figured out why Kubikiri wasn&#039;t working right.&lt;br /&gt;
&lt;br /&gt;
- Flush should actually do damage now&lt;br /&gt;
&lt;br /&gt;
- Made change to UISquadSelect_LWs to use our custom GetMaxSoldiersAllowedOnMission instead of vanilla in three cases (should fix DLC bug with some mods of LW2)&lt;br /&gt;
&lt;br /&gt;
- Made sure Advent turrets can&#039;t spawn on invasion mission&lt;br /&gt;
&lt;br /&gt;
- Fixed typical weapon cost on coil sniper rifle&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for dodge bonus not appearing with Combatives in the soldier UI&lt;br /&gt;
&lt;br /&gt;
- Fix Hack PCS tiers so they sort properly&lt;br /&gt;
&lt;br /&gt;
- Bugfix for Field Surgeon not applying on minor wounds.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug causing soldiers to be unable to be picked up when killed/KOd/bleeding out. (ragdolls may still occasionally land on wrong tile)&lt;br /&gt;
&lt;br /&gt;
- Award wrecks/loot for any Mastered robot that is ineligible to be transferred to a haven on missions where corpses are awarded.&lt;br /&gt;
&lt;br /&gt;
- Fix disappearing civ rescue rings on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing POIs to not be removed when a mission expires, preventing them from being re-used later. Should fix problems with POIs not spawning late game.&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
- Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a &amp;quot;soft&amp;quot; timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas.&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Classes&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Significant changes on Shinobi, Specialist, Gunner, Ranger trees. Also changes to Assault, Grenadier, Sharpshooter, Psi Operative, Spark. Technical was apparently perfect.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP to level up on Rookie -&amp;gt; Commander. This is to offset the now-fixed bug that was causing some soldiers to level up too rapidly.&lt;br /&gt;
&lt;br /&gt;
- Significant rework of infiltration bonuses/penalties to 1) give infil bonuses for not carrying small items in utility slots and 2) Add a diminishing returns effect when stacking tons of infiltration-related items.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP bonus you get for being a Shinobi. Increased it a little on Specialists.&lt;br /&gt;
&lt;br /&gt;
- Technicals no longer have an innate infiltration penalty.&lt;br /&gt;
&lt;br /&gt;
- Technical gains two aim from progression&lt;br /&gt;
&lt;br /&gt;
- Gave all Spark characters +30 hacking. Added more Hacking points to Spark on level-ups&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie soldiers/Sparks +5 aim to counteract mod-specific graze band bugfix that also disables aim assit multiplier&lt;br /&gt;
&lt;br /&gt;
- Legend +2 days in the rookie training tube&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks (which wasn&#039;t working anyway). Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- Gunner loses two aim from progression&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Secondaries&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Increased damage from advanced gauntlets&lt;br /&gt;
&lt;br /&gt;
- Psi Amps now give an infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Advanced Swords do more damage&lt;br /&gt;
&lt;br /&gt;
- Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+1. Cost is now $25/1/1/0. Now available at Mag Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Abilities&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Major:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Added new Shinobi ability, Whirlwind, which grants a bonus move action after a successful melee attack but does not stack with Reaper. Replaces Implacable on the tree.&lt;br /&gt;
&lt;br /&gt;
- Added new Officer Ability, Trial by Fire. Trial By Fire will automatically level up any soldiers below the rank of sergeant after they go on a successful mission with the officer. Replaces Fall Back.&lt;br /&gt;
&lt;br /&gt;
- Added new Specialist Ability, Rescue Protocol. It grants a free move action to qualifying allies. It goes in at GSGT; tree loses Suppression.&lt;br /&gt;
&lt;br /&gt;
- Guardian, Sentinel and Rapid Reaction will only proc once per enemy per turn&lt;br /&gt;
&lt;br /&gt;
- Covering Fire perk now also confers an aim malus to anyone you take a reaction shot at (regardless of whether it was a CF shot). Ability should trigger against MEC Micromissile launch now.&lt;br /&gt;
&lt;br /&gt;
- Hit and Run now grants a full action rather than a move action.&lt;br /&gt;
&lt;br /&gt;
- Snap Shot refactored so 1) It doesn&#039;t replace standard sniper rifle shot 2) only appears when you have one move left 3) no longer provides close-range bonuses; 4) no longer allows overwatch. Lowered Snap Shot penalty to -10 per tile after 5.&lt;br /&gt;
&lt;br /&gt;
- Revamped Coup de Grace to provide passive sword bonuses: +50 aim and crit, and +2 damage against disoriented, stunned, unconscious and panicking targets.&lt;br /&gt;
&lt;br /&gt;
- Double Tap now lets you fire at two targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Additional:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Increased sapper env damage bonus by 1 to make it more reliable.&lt;br /&gt;
&lt;br /&gt;
- Significantly increased the chance for Concussion Rocket to Disorient or Stun targets; it does a bit more damage and env damage and has a larger AOE&lt;br /&gt;
&lt;br /&gt;
- Increased Gunslinger range to 12 tiles&lt;br /&gt;
&lt;br /&gt;
- Flush now has +30 to hit and also lowers defense and dodge of the target for the rest of the turn. It uses only 1 ammo.&lt;br /&gt;
&lt;br /&gt;
- Increased Lockdown to-hit bonus to account for reaction fire modifier.&lt;br /&gt;
&lt;br /&gt;
- Interference charges scale up with Gremlin&lt;br /&gt;
&lt;br /&gt;
- Increased Iron Curtain AOE width. Iron Curtain will now reduce mobility by 5 tiles sted 3&lt;br /&gt;
&lt;br /&gt;
- Phosphorous now grants 1 shred to all flamethrower attacks&lt;br /&gt;
&lt;br /&gt;
- Oscar Mike grants +5 mobility sted +3 (or 1 more tile)&lt;br /&gt;
&lt;br /&gt;
- Deadeye, Precision Shot and Killzone will only cost 1 AP on weapons that normally only require 1 AP to fire.&lt;br /&gt;
&lt;br /&gt;
- Improved Spark bits should apply repair bonuses per vanilla loc&lt;br /&gt;
&lt;br /&gt;
- Threat Assessment no longer increases Aid Protocol Cooldown&lt;br /&gt;
&lt;br /&gt;
- Increased strength of Spark Strike, Intimidate and Bombard abilities at higher tech levels&lt;br /&gt;
&lt;br /&gt;
- AMF and Lethal will now provide additional bonuses to critical damage (+1 for Lethal and +2 for AMF)&lt;br /&gt;
&lt;br /&gt;
- Flush and Rupture will cost 2 AP with Sniper Rifles. Both now allowed Sharpshooter perks in AWC.&lt;br /&gt;
&lt;br /&gt;
- Covert Detection Radius Modifier from .2 to .25, so it is a little more effective (and also better calibrated to usual visual range of many enemies).&lt;br /&gt;
&lt;br /&gt;
- Roust and Firestorm provide flat malus/bonus to damage (mostly so it reports potential damage more clearly)&lt;br /&gt;
&lt;br /&gt;
- Ghostwalker Detection Radius Modifier from .4 to .25. Reduced cooldown by 1, so you can use it more often but won&#039;t remove as many detection tiles.&lt;br /&gt;
&lt;br /&gt;
- Formidable now gives 2 ablative HP instead of armor and has 50% explosives DR sted 67%&lt;br /&gt;
&lt;br /&gt;
- Reaper loses 1 turn from its cooldown but also 3 damage reduction per attack&lt;br /&gt;
&lt;br /&gt;
- Added code to several bonus damaging effects that denies bonuses to crits from Biggest Booms. Removed some other abilities from causing DoT bonuses. Biggest Booms will now grant 1 bonus damage to DOT when a crit is scored.&lt;br /&gt;
&lt;br /&gt;
- Tactical Sense now grants +3 defense per enemy in view, up to +15&lt;br /&gt;
&lt;br /&gt;
- ChainShot hit penalty increased to -10&lt;br /&gt;
&lt;br /&gt;
- Hard Target now grants +3 dodge per enemy in view, up to +30&lt;br /&gt;
&lt;br /&gt;
- Rupture no longer auto-crits; instead provides bonus to crit chances.&lt;br /&gt;
&lt;br /&gt;
- Added standard ShooterEffectExclusions to Conceal ability, so no more doing it while carrying someone or being on fire. Conceal now ends your turn when used.&lt;br /&gt;
&lt;br /&gt;
- The following officer abilities will no longer affect civilians: Get Some, Fall Back, Oscar Mike, Command, Incoming.&lt;br /&gt;
&lt;br /&gt;
- Ghost Grenade will no longer affect targets that are carrying another unit, on fire, or bound&lt;br /&gt;
&lt;br /&gt;
- Dense Smoke now confers +10 defense bonus instead of +20, so dense smoke grenades are +30 defense instead of +45.&lt;br /&gt;
&lt;br /&gt;
- Dodge cap from leadership is 10, accumulates at .5 per mission with leader (old: 20, 1)&lt;br /&gt;
&lt;br /&gt;
- Collector intel income is capped at 10 per mission&lt;br /&gt;
&lt;br /&gt;
- Scavenger stuff income is capped at 10 per mission&lt;br /&gt;
&lt;br /&gt;
- Demolition now uses 5 ammo&lt;br /&gt;
&lt;br /&gt;
- Street Sweeper perk is no longer guaranteed hit. Does 3 bonus damage to unarmored targets.&lt;br /&gt;
&lt;br /&gt;
- Serial now loses 20 crit % and 1 damage per kill. Coded for aim malus per kill but not currently in use (also would need loc).&lt;br /&gt;
&lt;br /&gt;
- You can no longer activate Run N Gun after using Close Encounters.&lt;br /&gt;
&lt;br /&gt;
- Faceoff cannot be used from concealment&lt;br /&gt;
&lt;br /&gt;
- Cannot use Chain Lightning when suppressed or concealed&lt;br /&gt;
&lt;br /&gt;
- Bring Em On now respects the ApplyToWeaponSlot setting and only applies to primary weapons&lt;br /&gt;
&lt;br /&gt;
- Close Combat Specialist shots consume two ammo each&lt;br /&gt;
&lt;br /&gt;
- Suppressed aim penalty from -30 to -25&lt;br /&gt;
&lt;br /&gt;
- Pistol perks require full training time in AWC&lt;br /&gt;
&lt;br /&gt;
- Removed Conceal from AWC abilities list&lt;br /&gt;
&lt;br /&gt;
- Tradecraft nerfed a little&lt;br /&gt;
&lt;br /&gt;
- A robot may only be attempted to be Haywired or Full Overridden once per mission&lt;br /&gt;
&lt;br /&gt;
- Increased MinHackSuccess on Full Override/Control for mission by 10&lt;br /&gt;
&lt;br /&gt;
- Reduced defense and armor provided by Sacrifice perk and increased cooldown&lt;br /&gt;
&lt;br /&gt;
- Change Nova self-damage to electrical to prevent Formidable from overprotecting against it. Reduced Nova Env damage.&lt;br /&gt;
&lt;br /&gt;
- Increased weights on some weaker pistol perks in the AWC&lt;br /&gt;
&lt;br /&gt;
- Javelin Rockets perk will apply to Concussion Rocket and Bunker Buster now&lt;br /&gt;
&lt;br /&gt;
- Allowed Rupture to work at Squad sight ranges&lt;br /&gt;
&lt;br /&gt;
- Add &#039;CumulativeRupture&#039; config option to base game. Defaults to true for LW2. When enabled each ability that applies rupture will have that rupture value added to the unit, unlike the original mode where only the highest rupture value is stored. In this new mode the rupture value of a shot only applies to subsequent attacks, not the attack it is made on, so attacking a unit 3 times with a weapon with a +1 rupture will do bonus rupture damage of +0, +1, and +2 for the shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Psi Operatives&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Psis now get all four starter abilities.&lt;br /&gt;
 &lt;br /&gt;
- Added Second Psi Chamber Sci slot, for a total of 75% reduction in training time possible. (Note this is non-fatally bugged on 1.2 campaigns) Removed tech gate for second psi training slot. &lt;br /&gt;
&lt;br /&gt;
- Initial Psi Training now set to equal intiial GTS training (halved when scientist is installed). Lowered additional days per level above psi&#039;s current level.&lt;br /&gt;
&lt;br /&gt;
- Fuse now has a cooldown.&lt;br /&gt;
&lt;br /&gt;
- Reduced Cooldowns on a number of Psi perks. Soulfire, Void Rift and Null Lance do more damage, mostly at higher PsiAmp tiers.&lt;br /&gt;
&lt;br /&gt;
- Insanity no longer ends your turn.&lt;br /&gt;
&lt;br /&gt;
- Soul steal will grant 1 ablative HP when not healing a wound. Will not grant ablative HP if you have more than 8.&lt;br /&gt;
&lt;br /&gt;
- Mind Merge no longer ends your turn and grants +1 crit per 10 psi offense; Soul Merge grants +1 crit per 5 psi offense. Both abilities gain flat bonii from better psi amps.&lt;br /&gt;
&lt;br /&gt;
- Swapped Schism and Soulsteal on Psi Tree, will change existing campaigns&lt;br /&gt;
&lt;br /&gt;
- Solace is now an active-use ability rather than an AOE passive (which was reported bugged).&lt;br /&gt;
&lt;br /&gt;
- Added &amp;quot;Quick Study&amp;quot; ability as level 1 Psi and AWC ability. Halves officer and AWC tube training times. Fortress becomes a trainable ability rather than a starter. Removed Sustain from the tree.&lt;br /&gt;
&lt;br /&gt;
- You can now see Psi Offense scores at sectoid autopsy for troops in the barracks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Significant increase in point-blank aim bonuses for all shotguns, including sawn-off. Shotgun damage reduced to sniper rifle levels.&lt;br /&gt;
&lt;br /&gt;
- Increase in short range aim bonuses for rifles, SMGs. Increased long-range Penalties a bit on SMGs.&lt;br /&gt;
&lt;br /&gt;
- Reduced cost of NanoMedikit&lt;br /&gt;
&lt;br /&gt;
- Increased Mk2 and Mk3 gauntlet&#039;s abilities to cause panic with Napalm-X&lt;br /&gt;
&lt;br /&gt;
- All Plasma tier weapons gain 1 Rupture.&lt;br /&gt;
&lt;br /&gt;
- Acid Grenades gain 1 Rupture.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp 2 gated behind Elerium tech and requires a sectoid corpse instead of codex autopsy/codex corpse&lt;br /&gt;
&lt;br /&gt;
- Made Mind Shield cheaper&lt;br /&gt;
&lt;br /&gt;
- Shredder Rounds provide 2 shred instead of 1, now cost 1 crystal in addition to 1 alloy.&lt;br /&gt;
&lt;br /&gt;
- Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets.&lt;br /&gt;
&lt;br /&gt;
- Reduced 2nd+ spark supply costs&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on some coil and plasma weapons&lt;br /&gt;
&lt;br /&gt;
- Reduced supply cost of mag weapons slightly&lt;br /&gt;
&lt;br /&gt;
- Increased Spark armors HP granted to match bonuses from medium soldier armor&lt;br /&gt;
&lt;br /&gt;
- Increased hack bonus from improved Spark bits&lt;br /&gt;
&lt;br /&gt;
- SMG damage scaling smoothed out&lt;br /&gt;
&lt;br /&gt;
- A lot of adjustments to infiltration bonuses from stealth gear. SMGs will get increasing bonuses with tech. Suppressors provide a smaller infil bonus but extra sound reduction.&lt;br /&gt;
&lt;br /&gt;
- Various PG project/item adjustments.&lt;br /&gt;
&lt;br /&gt;
- LMGs lose a half-point of damage.&lt;br /&gt;
&lt;br /&gt;
- Reduced flashbang AOE by 1&lt;br /&gt;
&lt;br /&gt;
- Reduced env damage on Shredder Gun and Shredstorm cannon&lt;br /&gt;
&lt;br /&gt;
- Dragon and Venom Rounds have a 50% chance to apply debuff &lt;br /&gt;
&lt;br /&gt;
- Made getting Exosuits more expensive&lt;br /&gt;
&lt;br /&gt;
- Reduced dodge bonus on light armors by 5&lt;br /&gt;
&lt;br /&gt;
- Damage Control PCS will be more rare&lt;br /&gt;
&lt;br /&gt;
- Increased supply cost of AP Rounds&lt;br /&gt;
&lt;br /&gt;
- Removed corpse requirement from Combat Stims, now costs 3 supplies and armor bonus is 2 instead of 5&lt;br /&gt;
&lt;br /&gt;
- SMG Detection Radius Modifier from .2 to .125 (meaning it will remove fewer red tiles). &lt;br /&gt;
&lt;br /&gt;
- Coil and Plasma pistols got more expensive.&lt;br /&gt;
&lt;br /&gt;
- Pistols lose a half-point of damage, except plasma&lt;br /&gt;
&lt;br /&gt;
- Tracer Rounds now costs 10 supplies&lt;br /&gt;
&lt;br /&gt;
- Fire sword has a 50% fire apply chance&lt;br /&gt;
&lt;br /&gt;
- Dodge and Defense PCS will provide smaller bonuses&lt;br /&gt;
&lt;br /&gt;
- Removed 5 of the aim bonus from beam arc thrower, so it&#039;s consistent +5 for all ATs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Missions&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Increased hard-fail timers on Rescues, Jailbreaks, Extracts, Neutralize to 18 or more turns, with extended timers on larger maps. These missions will see more reinforcements around the 10 to 12 turn mark.&lt;br /&gt;
&lt;br /&gt;
- Reduced max turret count on low-alert guerilla missions&lt;br /&gt;
&lt;br /&gt;
- Recruit Raids won&#039;t have turrets on the map&lt;br /&gt;
&lt;br /&gt;
- Rebels on terror/defend/invasion missions should now spawn more spread out over the map. Min/Max distances from XCOM spawn can be configured in XComLW_Overhaul.ini.&lt;br /&gt;
&lt;br /&gt;
- Reduced Alert Level increases on Liberate missions (3 to 1 for mission 2 and 3 to 2 for missions 3 to 5)&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations. 2151&lt;br /&gt;
&lt;br /&gt;
- Infiltration percentage now affects reflex actions chances. The degree varies by difficulty. On lower diffs you can mostly lower it with good infil; on higher you mostly increase it with low infil.&lt;br /&gt;
&lt;br /&gt;
- Removed a lot of negative EZs on extracts so enemies won&#039;t bunch up at map&#039;s edge&lt;br /&gt;
&lt;br /&gt;
- Reduced some pod sizes on black site and forge missions (and added some smaller pods)&lt;br /&gt;
&lt;br /&gt;
- Infiltration% will now have difficulty-specific impacts on enemy detection ranges&lt;br /&gt;
&lt;br /&gt;
- Embiggenated a lot of patrol zones to mid-forties to cover the edges&lt;br /&gt;
&lt;br /&gt;
- Incresed minvigilance to spawn a recruitraid&lt;br /&gt;
&lt;br /&gt;
- Updated Facility mission schedules. More drones, smaller pods (and less enemies overall) at lower levels.&lt;br /&gt;
&lt;br /&gt;
- Jailbreak, Rescue and Neutralize missions will have much for variety in locations for evac point.&lt;br /&gt;
&lt;br /&gt;
- Certain missions now require 100% infiltration to for the squad begin concealed. They are Troop Maneuvers, Supply Raids, and UFO Raids. This is ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Reduced MaxSoldiers to 8 on Supply Raids, UFO Raids and various Guerrilla missions&lt;br /&gt;
&lt;br /&gt;
- Removed evac delay reduction for squad sizes 1-3&lt;br /&gt;
&lt;br /&gt;
- Reduced infil rate for squad sizes 1-3&lt;br /&gt;
&lt;br /&gt;
- Reduced timer for Secure UFO reinforcements&lt;br /&gt;
&lt;br /&gt;
- Reduced detection chance of Supply Raids, reduced rewards a bit&lt;br /&gt;
&lt;br /&gt;
- Reduced detection chance of Troop Maneuvers and set a minimum vigilance for a region to bother sending troops out, reduced rewards slightly&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of Troop Maneuvers schedules for more variety. Made D5 troop column tougher&lt;br /&gt;
&lt;br /&gt;
- Supply raids and UFOs will have a difficult command pod on higher alert levels&lt;br /&gt;
&lt;br /&gt;
- Made sure some Guerilla schedules tried to guard the objective better&lt;br /&gt;
&lt;br /&gt;
- Added reinfs to Neutralize missions&lt;br /&gt;
&lt;br /&gt;
- Increased minimum number of prisoners on Jailbreak to 3&lt;br /&gt;
&lt;br /&gt;
- Amped up enemies on defend missions a bit&lt;br /&gt;
&lt;br /&gt;
- Disable squad viewer automatic LoS on disruptor spike on Avenger defense.&lt;br /&gt;
&lt;br /&gt;
- Avenger Defense will get a little harder on Veteran, moderately harder on Commander, Really harder on Legend&lt;br /&gt;
&lt;br /&gt;
- Flare evacs on Legend are +1 turn&lt;br /&gt;
&lt;br /&gt;
- +3 evac modifier on Facility sabotage missions&lt;br /&gt;
&lt;br /&gt;
- Capped the number of general ops per month that can occur in a region to rein in 0% abuse. Varies by difficulty.&lt;br /&gt;
&lt;br /&gt;
- Invasion back to 10-soldier cap.&lt;br /&gt;
&lt;br /&gt;
- Game will no longer reserve a rebel at home when choosing the squad for rendezvous. &lt;br /&gt;
&lt;br /&gt;
- Reduced alert level modifier on Reinforce Activities by 2 to +1&lt;br /&gt;
&lt;br /&gt;
- Evac on Defend missions will now pop at turn 4 + (region alert/4)&lt;br /&gt;
&lt;br /&gt;
- Propaganda activity is no longer general ops category, has longer max cooldown, and won&#039;t appear until month 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Enemies&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Removed env damage from a number of alien melee attacks, reduced Faceless AOE attack env damage to destroy only fragile objects&lt;br /&gt;
&lt;br /&gt;
- Removed Fire Control from Advent Sentries&lt;br /&gt;
&lt;br /&gt;
- Reduced dodge on a number of aliens, defense on a couple&lt;br /&gt;
&lt;br /&gt;
- Yellow Alert Hit/Crit chances on Standard Shot now modified by difficulty. Crit from Yellow Alert shots is impossible on lower diffs.&lt;br /&gt;
&lt;br /&gt;
- Removed bonus crit chance on Veteran Andromedon Robot&lt;br /&gt;
&lt;br /&gt;
- Lowered offense of some aliens on rookie&lt;br /&gt;
&lt;br /&gt;
- Viper grab ability reduced from 12 to 8 tiles range. Damage reduced slightly.&lt;br /&gt;
&lt;br /&gt;
- Archon and Greater Archon both lose some will&lt;br /&gt;
&lt;br /&gt;
- Disabled Formidable alien dark event.&lt;br /&gt;
&lt;br /&gt;
- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won&#039;t occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.&lt;br /&gt;
&lt;br /&gt;
- Sidewinder M2 and M3 get the &amp;quot;Hit and Slither&amp;quot; variant of Hit and Run that only grants a bonus move action.&lt;br /&gt;
&lt;br /&gt;
- Increase Green Alert reflex action chance on Legend from 33 to 50&lt;br /&gt;
&lt;br /&gt;
- SentryM1 loses Covering Fire, SentryM3 switches from Rapid Reaction to Sentinel&lt;br /&gt;
&lt;br /&gt;
- Increased HP on a number of lategame enemies to 18-20ish to make plasma weaponry more useful on veteran/commander and especially legend, and set some weaker enemies so they could only be one-shot by plasma but not coil most of the time&lt;br /&gt;
&lt;br /&gt;
- Reduced basline Patrol zone depth from 14 to 12 on guerilla schedules&lt;br /&gt;
&lt;br /&gt;
- Mec Archers get +10 defense on Legend to match Commander&lt;br /&gt;
&lt;br /&gt;
- Fixed Hunter drone&#039;s defense scores&lt;br /&gt;
&lt;br /&gt;
- Modified detection ranges on most enemies. &lt;br /&gt;
&lt;br /&gt;
- Avatars get more HP on Veteran+&lt;br /&gt;
&lt;br /&gt;
- Increased Andromedon, Cyberus, Chryssalid appearance weights. Chryssalids can happen a little earlier.&lt;br /&gt;
&lt;br /&gt;
- Lots of schedule work to 1) introduce more drones on low-alert guer missions 2) drop in the odd faceless on some of them 3) add a little more variety, and have more but smaller pods at low alert&lt;br /&gt;
&lt;br /&gt;
- Nu Advent Special units (generals, sergeants etc.) have custom weapon damage stats. Vanguard and GeneralM2 weapons have 1 Rupture&lt;br /&gt;
&lt;br /&gt;
- AdvGrenaderM3 acid grenade gets 1 Rupture, tick damage reduced from 1-3 to 1 to account for additional hurtiness from Rupture (which will make it 2)&lt;br /&gt;
&lt;br /&gt;
- Certain powerful enemies have a chance to ignore the effects of a flashbang&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper and Sectoid Commander detection radius&lt;br /&gt;
&lt;br /&gt;
- Gave Gatekeeper immunities to fire and poison&lt;br /&gt;
&lt;br /&gt;
- Stun Lancer M2 gets Coup de Grace&lt;br /&gt;
&lt;br /&gt;
- Stun Lancer M3 gets Coup de Grace and Whirlwind&lt;br /&gt;
&lt;br /&gt;
- Reduced Faceless ability env damage (had pvsly reduced weapon only)&lt;br /&gt;
&lt;br /&gt;
- Increased spawnweights of Stun Lancers, added Stun Lancer to rainbow pod&lt;br /&gt;
&lt;br /&gt;
- Turned off tick damage on every soldier action for rulers&lt;br /&gt;
&lt;br /&gt;
- Sidewinders&#039; flanking aim bonus reduced to +5 for all Ms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Strategy Layer&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Liberating any given region for the first time removes one doom from Fortress&lt;br /&gt;
&lt;br /&gt;
- Retaliations (and mini-retals) will occur according to a different mechanism: every day you have a rebel on a job, the rebel has a chance to be detected by ADVENT. That chance is impacted by difficulty level, regional vigilance and alert. If detection occurs, a global bucket to trigger a retaliation gets a little more full. (There are buckets for each rebel job except hiding and a master bucket for full Haven retaliations). Once a threshhold is reached, a retal/mini-retal will occur and the bucket empties. They will tend to occur in busier regions. This reduces the minimum working rebels threshhold to trigger retals and should space out retals/mini-retals better. Increased regional cooldowns for these missions.&lt;br /&gt;
&lt;br /&gt;
- Increased time for Fortress and facilities to accumulate doom by ~10% on all diffs. Reduced chance facility doom will transfer to fortress on veteran.&lt;br /&gt;
&lt;br /&gt;
- Completing the Network Tower mission will grant a Radio Relay for the region, regardless if you have reserached Resistance Radio tech. Doubled rate at which cost for building towers increases. Lowered cost of first tower slightly.&lt;br /&gt;
&lt;br /&gt;
- Vigilance will now decay at a somewhat variable rate, depending on the number of people on non-Hiding jobs at the Haven. Current settings are: The baseline for the standard vigilance decay of every 168 hours is 9 *working* members at the Haven. This can decrease by up to 72 hours if the Haven is entirely dormant, or increase by up to 32 hours (4/9 * 72) if the Haven is fully active.&lt;br /&gt;
&lt;br /&gt;
- Alert-granting UFO will come a little less often on Legend&lt;br /&gt;
&lt;br /&gt;
- COIN Ops now has a 21-day global cooldown, so you won&#039;t be punished with a new one spawning if you beat back the current one&lt;br /&gt;
&lt;br /&gt;
- COIN Research now has has a 10-day global cooldown, which does the same thing&lt;br /&gt;
&lt;br /&gt;
- Increased activity detection chances on rookie and veteran&lt;br /&gt;
&lt;br /&gt;
- Rapid Response DE won&#039;t occur super-early in campaigns, but can repeat&lt;br /&gt;
&lt;br /&gt;
- Avenger has +1 power. PG costs 2 power. GTS costs 2 power but each officer tube costs 1 power. Second Psi tube increases to 3 power.&lt;br /&gt;
&lt;br /&gt;
- Faceless won&#039;t generate in if they make up 30% of the Haven already&lt;br /&gt;
&lt;br /&gt;
- Reduced cost of some PG projects&lt;br /&gt;
&lt;br /&gt;
- Doom reduction (e.g. from main story missions) now can reduce doom in facilities if there is no doom left on the fortress instead of being ignored.&lt;br /&gt;
&lt;br /&gt;
- Elerium Conduit +1 power, -10 Crystals compared to 1.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
- Sped up Skyranger travel&lt;br /&gt;
&lt;br /&gt;
- Increased cost of black market soldiers&lt;br /&gt;
&lt;br /&gt;
- Increased Impact of Wet Work&lt;br /&gt;
&lt;br /&gt;
- New Recruits will cost 15 on Cmdr, 20 on Legend. Soldier cost Continent bonus on those difficulties also increased.&lt;br /&gt;
&lt;br /&gt;
- Made psionics cheaper to research (removed Sectoid Corpse requirement)&lt;br /&gt;
&lt;br /&gt;
- Set interest item count per month to 2 on vet and commander, 1 on Legend.&lt;br /&gt;
&lt;br /&gt;
- Interest items will only grant 50% bonus supplies on vet and commander.&lt;br /&gt;
&lt;br /&gt;
- Second AWC slot will unlock one rank earlier&lt;br /&gt;
&lt;br /&gt;
- Lowered Reinf bonus with Rapid Response DE on Cmdr &amp;amp; Legend to Vet levels, lowered Vet to Rookie level&lt;br /&gt;
&lt;br /&gt;
- Reduced impact from Vigilance DE on sight ranges&lt;br /&gt;
&lt;br /&gt;
- Lots of tweaks to make legend harder&lt;br /&gt;
&lt;br /&gt;
- Disorient aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Poisoned aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Smoke aim penalty from -25 to -20&lt;br /&gt;
&lt;br /&gt;
- Capped Red Fog aim penalty at -30 instead of -50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Allow changing equipment/PCS/upgrades on haven advisers as long as the adviser is eligible to be moved (i.e. there is no active retaliation in the region).&lt;br /&gt;
&lt;br /&gt;
- Added &amp;quot;Strip Weapon Upgrades&amp;quot; button to loadout screen: strips just the equipped weapon of upgrades.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Swarming&amp;quot; will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas.&lt;br /&gt;
&lt;br /&gt;
- Add a general function to UIPanel to allow the changing the color of arbitrary MCs by name. Adjust the reinforcement UI dags colors based on the text color.&lt;br /&gt;
&lt;br /&gt;
- Add mod override for reinforcements incoming UI. LW2 will display green and yellow warning/imminent displays when the reinf bucket is filling. 2240&lt;br /&gt;
&lt;br /&gt;
- Clicking the Missions button in the Haven Management UI will assign and cycle the first 13 rebels through each of the jobs. 14+ will go to hiding.&lt;br /&gt;
&lt;br /&gt;
- Improve sorting of perk PCS when choosing a PCS to install&lt;br /&gt;
&lt;br /&gt;
- Sort black market sell inventory by name after sorting by interest (note: sorting can fail on large inventories, this is an Unreal bug).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Added trigger event to SwitchActiveRow (moddability improvement). 2164&lt;br /&gt;
&lt;br /&gt;
- Added TriggerEvent for clicking on a SquadSelect_ListItem. For modding support. 2161&lt;br /&gt;
&lt;br /&gt;
- Improved mod compat with mods that use the ammo pocket inventory slot: Slot will be locked on infiltrating units and items in the ammo pocket will behave similar to items in the grenade pocket when determining which items are utility slot items. 2208&lt;br /&gt;
&lt;br /&gt;
- Move class limiting heavy weapons and hiding havens behind config variables. If these vars are not set original behavior will be used. 2221&lt;br /&gt;
&lt;br /&gt;
- Functions that count # of working rebels will work better with custom rebel jobs by testing for hidden job rather than summing other default jobs. 2233&lt;br /&gt;
&lt;br /&gt;
- Added some mod-support code to CanRankUpPsiSoldier for custom Psi trees. 2233&lt;br /&gt;
&lt;br /&gt;
- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260&lt;br /&gt;
&lt;br /&gt;
- Added code for making AWC restrictions more configurable&lt;br /&gt;
&lt;br /&gt;
- Add two new config vars to XComUi.ini in [XComGame.UISquadSelect]:&lt;br /&gt;
NoStripWoundedInventory - If set to true, utility items will not be stripped from all wounded soldiers when entering squad select.&lt;br /&gt;
&lt;br /&gt;
AutoStripWoundedAllItems - If set to true (and NoStripWoundedInventory is not true), other equipment slots will be stripped from all wounded soldiers when entering squad select. Variables are intentionally using different senses to ensure all false values retain base game behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84812</id>
		<title>Change Log (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84812"/>
		<updated>2017-05-15T20:11:13Z</updated>

		<summary type="html">&lt;p&gt;Garr: Started to add 1.3 Change Log. Not finished and not cleaned out, since I don&amp;#039;t know how to operate the editor quite well. Update ASAP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.3 (Released May 15, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases.&lt;br /&gt;
 &lt;br /&gt;
- Fix base game bug with PCS items disappearing from soldiers.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for the &amp;quot;squad stuck on mission&amp;quot; bug when infiltrating an about-to-expire mission. 2207&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug causing failed facility sabotage missions to still destroy the facility&lt;br /&gt;
&lt;br /&gt;
- Add faceless base loot (corpse) to the faceless civilian &amp;amp; rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177&lt;br /&gt;
&lt;br /&gt;
- Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158&lt;br /&gt;
&lt;br /&gt;
- Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them.&lt;br /&gt;
&lt;br /&gt;
- Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174&lt;br /&gt;
&lt;br /&gt;
- Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units &lt;br /&gt;
&lt;br /&gt;
- Dead/Captured Psi units will not show eligible for Psi level up&lt;br /&gt;
&lt;br /&gt;
- Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project.&lt;br /&gt;
&lt;br /&gt;
- Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow &amp;lt;enter&amp;gt; to fire the on clicked delegate for mod-added armory buttons.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for &#039;LiberateStage2Complete&#039; when the network tower trigger occurs. 2163&lt;br /&gt;
&lt;br /&gt;
- Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211&lt;br /&gt;
&lt;br /&gt;
- Restore weapon upgrade UI to showing 4 slots at a time.&lt;br /&gt;
&lt;br /&gt;
- Moved &amp;quot;Strip All Weapon Upgrades&amp;quot; button to bottom nav-bar of the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI&lt;br /&gt;
&lt;br /&gt;
- Fix bug with some soldiers not having their weapons stripped when &amp;quot;Strip All Weapon Upgrades&amp;quot; is used&lt;br /&gt;
&lt;br /&gt;
- Fix bug with &amp;quot;Strip All Weapon Upgrades&amp;quot; stripping the current soldier when used from the weapon upgrade UI.&lt;br /&gt;
&lt;br /&gt;
- Blanked-out vanilla ENDS TURN loc because it was often used inaccurately.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for LR pop-up when unit is impaired and not getting LR bonus&lt;br /&gt;
&lt;br /&gt;
- Added IsPanicked check for various abilities that shouldn&#039;t work when panicked (not sure if IsImpaired covers panicked or not)&lt;br /&gt;
&lt;br /&gt;
- Removed Reaper from AWC list, would not work on gunner without Fleche&lt;br /&gt;
&lt;br /&gt;
- Fixed Sniper Rifle laser sound range to 30.&lt;br /&gt;
&lt;br /&gt;
- Pod Substitution code should now respect &amp;quot;Protected&amp;quot; string in encounter name and not make any substitutions&lt;br /&gt;
&lt;br /&gt;
- Lone Wolf should ignore Gremlins as a &amp;quot;nearby ally&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Removed vestigal sweep objective from facility sabotage, should correct &amp;quot;full salvage&amp;quot; erroneous report&lt;br /&gt;
&lt;br /&gt;
- Large intel cache should properly reward 25 intel instead of 40 now&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217)&lt;br /&gt;
&lt;br /&gt;
- Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218)&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222&lt;br /&gt;
&lt;br /&gt;
- Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223&lt;br /&gt;
&lt;br /&gt;
- Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224&lt;br /&gt;
&lt;br /&gt;
- Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly.&lt;br /&gt;
&lt;br /&gt;
- Air Controller perk should be properly reflected in mission brief evac estimations 2227&lt;br /&gt;
&lt;br /&gt;
- Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227&lt;br /&gt;
&lt;br /&gt;
- Hack Defense malus from Redscreen Rounds should stack now 2227&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for Skullouch not applying properly 2228&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230&lt;br /&gt;
&lt;br /&gt;
- Sharpshooters restricted from Chain Shot, Guardian in AWC&lt;br /&gt;
&lt;br /&gt;
- Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades.&lt;br /&gt;
&lt;br /&gt;
- Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP&lt;br /&gt;
&lt;br /&gt;
- Fixed logic short circuit in LeadByExample so it should apply consistently now&lt;br /&gt;
&lt;br /&gt;
- Flush and Roust may no longer be used from concealment, as they don&#039;t work properly in those cases&lt;br /&gt;
&lt;br /&gt;
- Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233&lt;br /&gt;
&lt;br /&gt;
- Fixed bug with reinforcement difficulty-based modifiers&lt;br /&gt;
&lt;br /&gt;
- Fixed some bugged code in PostEncounterCreation not finding right mission&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mission brief to incorrectly display &amp;quot;concealed start&amp;quot; for avenger defense.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234&lt;br /&gt;
&lt;br /&gt;
- Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1.&lt;br /&gt;
&lt;br /&gt;
- Fixed some crit damage values that were too low&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to &amp;quot;Active&amp;quot; status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing InclusionExclusionLists to not work. 2255&lt;br /&gt;
&lt;br /&gt;
- Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256&lt;br /&gt;
&lt;br /&gt;
- Concussion rocket smoke will take effect immediately now. 2256&lt;br /&gt;
&lt;br /&gt;
- Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing blaster launcher scatter text to remain on-screen. 2261&lt;br /&gt;
&lt;br /&gt;
- Fix a vanilla bug causing aliens to get a free turn on a Restart Mission. This also has the side-effect of fixing the LW2 specific case where a Restart Mission on a mission type where XCOM starts on top of the evac zone would restart the mission on the XCOM turn with no action points (as if they weren&#039;t on an evac zone it&#039;d immediately skip to the alien turn). 2263.&lt;br /&gt;
&lt;br /&gt;
- Fixed vanilla bug in which Saturation Fire was 100% blowing up cover that someone was using instead of assigned %. Expanded SF cone to vanilla levels to compensate.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for &amp;quot;Quick Response Mission&amp;quot; showing up for black site&lt;br /&gt;
&lt;br /&gt;
- Infil should not surpass 200% with liberated region bonus&lt;br /&gt;
&lt;br /&gt;
- View Squad: Dim soldiers &amp;amp; class icons for members of squads infiltrating a mission where those soldiers are not present on the mission.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla &amp;quot;rule&amp;quot; allowing cheaty visibility for AI AOE attacks. Added two new config vars to XComGame.Helpers_LW: 1) RequireVisibilityForAoETarget - if true, the AI will only consider targets that are visible when evaluating AoE abilities. When false (e.g. vanilla behavior) the AI may target anyone on the XCOM team regardless of visibility. Set to true for LW2. 2) AllowSquadVisibilityForAoETarget: Only has an effect when RequireVisibilityForAoETarget is true. If false, a unit may only target units it can directly see for AoE effects. If true, a unit may target anyone visible to anyone on the alien team. Set to true for LW2.&lt;br /&gt;
&lt;br /&gt;
- Fix config error in Kill Avatar doom reduction.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing soldiers to occasionally spawn away from their squad on some missions due to incorrectly choosing a spawn without enough space for the entire squad. 2278&lt;br /&gt;
&lt;br /&gt;
- Corrected Trad Chinese for Advanced Mag Weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug in region-reinforcement logic. May make alert levels less sticky in some regions. Some other minor tweaks in reinf logic.&lt;br /&gt;
&lt;br /&gt;
- Add interrupt state to the RocketLauncher ability. Fixes bug causing Covering Fire to not trigger on rocketeer shots.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing rebels to fail to spawn on recruit raids if the chosen spawn site is too small. Now attempts to reserve extra space for rebels &amp;amp; advisers on appropriate missions.&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks, which were not being applied properly anyway. Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- At last figured out why Kubikiri wasn&#039;t working right.&lt;br /&gt;
&lt;br /&gt;
- Flush should actually do damage now&lt;br /&gt;
&lt;br /&gt;
- Made change to UISquadSelect_LWs to use our custom GetMaxSoldiersAllowedOnMission instead of vanilla in three cases (should fix DLC bug with some mods of LW2)&lt;br /&gt;
&lt;br /&gt;
- Made sure Advent turrets can&#039;t spawn on invasion mission&lt;br /&gt;
&lt;br /&gt;
- Fixed typical weapon cost on coil sniper rifle&lt;br /&gt;
&lt;br /&gt;
- Attempted fix for dodge bonus not appearing with Combatives in the soldier UI&lt;br /&gt;
&lt;br /&gt;
- Fix Hack PCS tiers so they sort properly&lt;br /&gt;
&lt;br /&gt;
- Bugfix for Field Surgeon not applying on minor wounds.&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla bug causing soldiers to be unable to be picked up when killed/KOd/bleeding out. (ragdolls may still occasionally land on wrong tile)&lt;br /&gt;
&lt;br /&gt;
- Award wrecks/loot for any Mastered robot that is ineligible to be transferred to a haven on missions where corpses are awarded.&lt;br /&gt;
&lt;br /&gt;
- Fix disappearing civ rescue rings on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug causing POIs to not be removed when a mission expires, preventing them from being re-used later. Should fix problems with POIs not spawning late game.&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
- Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a &amp;quot;soft&amp;quot; timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas.&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
CLASSES&lt;br /&gt;
&lt;br /&gt;
- Significant changes on Shinobi, Specialist, Gunner, Ranger trees. Also changes to Assault, Grenadier, Sharpshooter, Psi Operative, Spark. Technical was apparently perfect.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP to level up on Rookie -&amp;gt; Commander. This is to offset the now-fixed bug that was causing some soldiers to level up too rapidly.&lt;br /&gt;
&lt;br /&gt;
- Significant rework of infiltration bonuses/penalties to 1) give infil bonuses for not carrying small items in utility slots and 2) Add a diminishing returns effect when stacking tons of infiltration-related items.&lt;br /&gt;
&lt;br /&gt;
- Reduced XP bonus you get for being a Shinobi. Increased it a little on Specialists.&lt;br /&gt;
&lt;br /&gt;
- Technicals no longer have an innate infiltration penalty.&lt;br /&gt;
&lt;br /&gt;
- Technical gains two aim from progression&lt;br /&gt;
&lt;br /&gt;
- Gave all Spark characters +30 hacking. Added more Hacking points to Spark on level-ups&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie soldiers/Sparks +5 aim to counteract mod-specific graze band bugfix that also disables aim assit multiplier&lt;br /&gt;
&lt;br /&gt;
- Legend +2 days in the rookie training tube&lt;br /&gt;
&lt;br /&gt;
- Disable Not Created Equally and Hidden Potential on Sparks (which wasn&#039;t working anyway). Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.&lt;br /&gt;
&lt;br /&gt;
- Gunner loses two aim from progression&lt;br /&gt;
&lt;br /&gt;
SECONDARIES&lt;br /&gt;
&lt;br /&gt;
- Increased damage from advanced gauntlets&lt;br /&gt;
&lt;br /&gt;
- Psi Amps now give an infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Advanced Swords do more damage&lt;br /&gt;
&lt;br /&gt;
- Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+1. Cost is now $25/1/1/0. Now available at Mag Weapons.&lt;br /&gt;
&lt;br /&gt;
===IN PROGRESS OF UPDATING===&lt;br /&gt;
&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Garr</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=66455</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=66455"/>
		<updated>2015-07-07T21:28:06Z</updated>

		<summary type="html">&lt;p&gt;Garr: Fixed LMG&amp;#039;s description as &amp;quot;Light Machine Guns)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15e}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&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;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Ballistic===&lt;br /&gt;
These are the basic weapons you start with. While they are okay to begin with, they won&#039;t be up to par for very long, and should quickly be replaced by either Beam Laser or Gauss weapons.&lt;br /&gt;
&lt;br /&gt;
Ballistic weapons use the vanilla Exalt weapon models, and are still dropped by non-elite Exalt soldiers, though since Xcom starts with an unlimited supply of these weapons, such drops cannot be sold, are of no use.&lt;br /&gt;
&lt;br /&gt;
===Beam Laser===&lt;br /&gt;
Beam Lasers are the first available weapon upgrades, accessible quite early in the research tree, and relatively cheap to produce. Beam Lasers carry an inherent +6 bonus to aim, making them excellent weapons for lower ranked troops. They also deal slightly more damage than Ballistic Weapons, though that won&#039;t be enough for the long run, and should eventually be replaced by either Gauss or Pulse Laser weapons. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Laser weapons use the vanilla Exalt weapon models, and are still dropped by elite Exalt soldiers, though these weapons are rigged to explode when the operator dies, so an Arc Thrower is required to capture these weapons intact.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons are the next available weapon upgrades. While Gauss weapons fire projectiles, like Ballistic weapons do, these weapons are enhanced by Elerium powered magnetic accelerators and fire Alloy based ammunition, providing a much stronger punch than the more conventional ballistic weapons. Gauss weapons negate 0.34 damage reduction (0.68 with the Quenchguns foundry project), basically providing a 1 in 3 chance (2 in 3 chance with the Quenchguns foundry project) to deal 1 additional damage against targets with any form of damage reduction.&lt;br /&gt;
&lt;br /&gt;
Gauss weapons also hold 1 more ammunition than other weapons of the same type, with the exception of the Gauss Long Rifle, which is the sniper rifle of the Gauss tier. The Gauss Long Rifle only holds 1 ammunition (2 with the Ammo Conservation foundry project), but grants the HEAT Ammo perk to the sniper wielding the gun (a perk not otherwise available to this class), which increases damage against robotic units by 50%.&lt;br /&gt;
&lt;br /&gt;
While it is possible to skip Beam Lasers and go straight for Gauss weapons, this is certainly not without risk. It takes longer to research and produce Gauss weapons than Beam Lasers, causing a longer period during which you only have the conventional Ballistic weapons at your disposal. Gauss weapons use the vanilla Xcom ballistic weapon models.&lt;br /&gt;
&lt;br /&gt;
===Pulse Laser===&lt;br /&gt;
Pulse Lasers are refined and enhanced laser weapons, providing another step up in terms of firepower, though they are quite expensive to produce. Pulse Lasers carry an inherent +8 bonus to crit chance.&lt;br /&gt;
&lt;br /&gt;
Pulse Lasers require Beam Lasers to be researched, but do not require Gauss weapons to be researched, allowing you to skip Gauss weapons to head straight for Pulse Lasers, though of course Pulse Lasers take longer to research and produce than Gauss weapons. Pulse weapons use the vanilla Xcom laser weapon models.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma weapons are the most advanced weapons available, dealing the most damage of all weapons. These are the weapons that the aliens use themselves. Unfortunately, they are also the most expensive and hardest to obtain. Unlike vanilla, where you could either craft plasma weapons yourself, or obtain them by stunning aliens, Long War requires a combination of both. Stunning the correct aliens provides you with alien weapons, which are required in both the research and production of your own plasma weapons.&lt;br /&gt;
&lt;br /&gt;
Unlike the vanilla game, it is practically impossible in Long War to jump straight from Ballistic weapons to Plasma weapons, as the amount of time that is required to research these weapons and gather the necessary materials is just way too long to handle with Ballistic weapons. However, there is no specific requirement for either Gauss weapons or Pulse Lasers, allowing you to focus on one of those and skip the other entirely, before moving on to Plasma weapons.&lt;br /&gt;
&lt;br /&gt;
Plasma weapons carry a special bonus that is unique to each type of weapon, making them more varied and unique than other weapon tiers. Plasma weapons are also slightly more restrictive to certain classes than other weapon tiers. Plasma weapons use the vanilla plasma weapon models.&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Small Machine Guns) are the lightest available weapon types, granting a +3 mobility bonus, but dealing the least amount of damage and having the smallest chance to crit. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&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; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||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:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||All soldiers||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||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;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|0&amp;lt;br /&amp;gt;(3)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||All soldiers||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||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;|25&amp;lt;br /&amp;gt;(37)||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;|0&amp;lt;br /&amp;gt;(5)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||All soldiers||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&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;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&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; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||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:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||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;|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;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||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 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;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||All soldiers||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||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;|0&amp;lt;br /&amp;gt;(6)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||All soldiers||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&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;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Carbine]]||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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||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:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||All soldiers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||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;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||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;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&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;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;||All soldiers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||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;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&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;(7)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#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&amp;lt;br /&amp;gt;Rocketeers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&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;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy weapons) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when using the second (gold) action to shoot. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&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; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#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||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#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||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||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;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#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||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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 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;|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;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#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||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||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;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&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;(7)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#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||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&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;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. While very accurate at short range, they incur large aim penalties when firing at longer range. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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; {{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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#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|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||[[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#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||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||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;|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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#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|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#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|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||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;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&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;(8)|| ||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)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#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|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&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;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifles===&lt;br /&gt;
Arc Rifles are a special type of rifles that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. Arc Rifles suffer from very low damage and ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#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&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||[[File:SNIPER DISABLINGSHOT.png|32px|link=Abilities List (Long War)#Normal Perks|Disabling Shot]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Disabling Shot]]||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||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;|5&amp;lt;br /&amp;gt;(7)||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;(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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||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;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||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;|0&amp;lt;br /&amp;gt;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&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;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small 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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||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;|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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||Snipers||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||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;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&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;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&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; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||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:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||Gunners||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&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;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||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;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Large Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&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; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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; {{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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||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;|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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||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;(5)|| ||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)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|0&amp;lt;br /&amp;gt;(8)|| ||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)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||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)||[[Foundry (Long War)|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable||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:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||20||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 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;|10&amp;lt;br /&amp;gt;(13)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|20&amp;lt;br /&amp;gt;(25)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|30&amp;lt;br /&amp;gt;(38)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Suppression unavailable&amp;lt;br /&amp;gt;+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&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; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (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&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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||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:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||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 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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||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;(4)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&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;|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;(9)|| ||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&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;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)&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>Garr</name></author>
	</entry>
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